Posts Tagged With: Pathfinder

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

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

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: Pathfinder, CR3 | Tags: | Leave a comment

Premature Glory (CR 5)


 

A statue holds a banner that flies from a jewel-encrusted pole.

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

Trigger touch; Reset none

Effect

If the banner or pole is taken, the trap activates the next time the target is in combat. Premature Glory (DC 21 Will Save or target drops unconscious to -1 HP but is stable. However, all allies gain 3d6 hp of healing, and foes take the same amount of damage, but can take half damage with a DC 21 Will Save)

Blaze of Glory

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

Graceful Hit (CR 3)


 

A statue of an armored man, holding a large sword is by the door.

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

Trigger proximity; Reset auto

Effect

The statue taps the target with it’s sword as it passes. Graceful Hit (DC 18 Will Save, or the next time the target damages an opponent, the opponent is granted a +2 sacred bonus to all of its saving throws)

Bestow Grace

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

Take This (CR 2)


 

A rusty dagger sits on the table, as goblins rush in the side doors.

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

Trigger proximity; Reset none

Effect

When the goblins break in, the trap is triggered. Take This (DC 16 Will Save or nearest target to dagger drops whatever he is holding to wield the dagger for a single round. The dagger is damaged, and is -1 to hit and -1 to damage)

Beguiling Gift

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

Flunked Flank (CR 6)


 

The room is full of small walls and barricades.

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

Trigger location; Reset none

Effect

If a target gets into a position in which they are flanking an opponent, the opponents are immediately repositioned to be in the most advantageous position. This may mean flanking, or being out of line of sight, or stacked up somewhere to take advantage of ranged attacks and cover, etc.

Bard’s Escape

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

Everything is Not What It Seems


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

As you step into the room, the grand marble floor changes to wood planks, and the two nearest sofas turn into battered chests.

Every room in this dungeon is full of illusions. As the players walk through, the illusions they come near (within 5′) revert to normal. This causes penalties to Perception, Concentration, visual skill checks, attacks, and even saves or other checks that rely on sight.

Banish Seeming

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

Static Bowling (CR 5)


 

The hallway is long and made of lightly colored polished wood. Several small pillars are at the far end.

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

Trigger proximity; Reset none

Effect

When the targets walk towards the other end, balls of lightning, one at a time, roll down the hallway towards them. Static Bowling (Each round, 1 ball rolls down the hallway, attempting to strike a target. The target takes 3d6 electricity damage (DC 21 Reflex save to negate the damage). Those wearing metal armor suffer a -4 penalty on the save. If the attack misses, the ball strikes the pillars, knocking one over, which shoots a bolt of lightning down the floor, dealing 2d6 damage to everyone in the hall (DC 21 Reflex Save for half damage). Then the ball returns the next round via the ceiling, as the next ball rolls down the hallway. This continues until all the pillars have been knocked down. There are 10 pillars); multiple targets (single target for ball, all targets in hallway for bolt)

Ball Lightning

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

Paladin Doors (CR 3)


 

Two bas-relief statues, each holding a large sword, flank the two iron doors.

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

Trigger proximity; Reset none

Effect

If the target passes through the doors, the statues rotate slightly towards the doors. Paladin Doors (Opponents inside the room that the doors lead to become immune to fear effects (magical or otherwise) for 30 minutes)

Aura of Greater Courage

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

Barn Yard (CR 5)


 

A fence surrounds this rural property. It seems to keep in the cattle.

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

Trigger proximity; Reset none

Effect

If the target crosses the fence, the trap is sprung. Barn Yard (DC 21 Fortitude Save or the target gets a +4 enhancement bonus to Strength and Dexterity, the scent ability, a +2 enhancement bonus on trip attacks, and can make a trip combat maneuver as a swift action that does not provoke an attack of opportunity. However, the place smells horribly, and with the scent ability, the target must make a DC 21 Fortitude Save or become nauseated for 2d4+1 rounds. Also, the target sprouts fangs and fur, and scares the livestock, causing them to stampede. The target takes a +10 CMD attack for 6d6 damage due to trampling from the livestock, as do any other characters within 30′ of the target)

Aspect of the Wolf

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

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