Posts Tagged With: Pathfinder

Macabre Statuary (CR 7)


 

This garden is filled with macabre statues of twisted creatures, and mutilated humanoids.

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

Trigger proximity; Reset none

Effect

When the target gets about halfway through the garden, the statues suddenly turn to flesh. Macabre Statuary (DC 24 Will Save or target loses 1d2 Wisdom and becomes nauseated for 1d6+1 rounds. A successful save negates the Wisdom damage, and target is not nauseated, but is sickened for 1 round); multiple targets (all targets within 30′ of a statue)

Stone to Flesh

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

If the Stones Could Talk (CR 7)


 

This stone room was once used as a communal latrine.

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

Trigger proximity; Reset none

Effect

The stones begin to talk and tell stories of what they’ve seen. Talking Stones (DC 24 Will Save or target takes 1d2+1 wisdom damage from the stories the stones tell); multiple targets (all targets in room)

Stone Tell

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

Stone Armor (CR 5)


 

A shadowy suit of armor hangs on a rack.

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

Trigger touch; Reset none

Effect

If the armor is disturbed, it quickly envelops the target, then fades away. Stone Armor (DC 21 Fortitude Save or whenever target makes a physical attack against an opponent, that opponent gains DR 10/adamantite. This condition lasts, against multiple opponents even, until a total of 70 HP of damage has been absorbed)

Stoneskin

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

Don’t Shut the Door (CR 4)


 

A stout stone door leads further into the castle.

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

Trigger proximity; Reset none

Effect

The door leads to a large storeroom. It has no exits, but tons of crates, barrels and chests. Door (1 round after any of the containers are disturbed, the door shuts, and reshapes itself, melding into the wall creating a solid stone wall that is 1 foot thick like the rest of the wall. The wall is Hardness 8 and has 180 HP. There are no other exits)

Stone Shape

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

Who Farted?


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

It smells bad in here. Every time a character exerts himself (attack, physical skill check, etc) they must make a Fortitude Save, or become nauseated for 1d4+1 rounds.

Stinking Cloud

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

Status Report (CR 3)


 

The walls are covered in charts and graphs.

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

Trigger proximity; Reset none

Effect

The enemy knows the exact condition of each target affected, and will always attack the target (if possible) with the least HP left. Status (DC 18 Will Save or opponent knows exact condition of PC); multiple targets (all targets in room)

Status

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

Art Gallery (CR 8)


 

Several pictures and sculptures adorn the walls and floor.

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

Trigger proximity; Reset none

Effect

The first target to reach the middle becomes a statue, filling an empty spot. Statue (DC 25 Will Save or target becomes a statue for 14 hours. The statue has hardness 8 and it’s original HP. It can see, smell and hear, but perform no actions. Every 14 hours, a new save needs to be made. If it fails, the target remains a statue.)

Statue

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

Stability (CR 1)


 

A dirty fountain spews water into a basin.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

When an opponent is reduced to less than 0 hit points, he stabilizes immediately. A DC 15 Heal check is required to notice that the target is not dead. Later on, these opponents may be healed and come back to fight again.

Stabilize

Categories: CR1, Pathfinder | Tags: | Leave a comment

Don’t Touch My Stuff (CR 3)


 

A weapon rack contains a longsword, a hammer and a halberd.

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

Trigger touch; Reset none

Effect

The weapons are all masterwork +1 weapons. However, if they are touched, the target is attacked by a duplicate weapon made of force energy. Weapon (+5 melee for 1d8+1 damage for 3 rounds)

Spiritual Weapon

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

Spiky Door (CR 5)


 

The stone door ahead is closed.

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

Trigger touch; Reset none

Effect

If the door is touched, hard to see stone spikes spring up everywhere. Spiky Door (DC 21 Reflex Save or target takes 1d8 piercing damage to hands, and has a -2 penalty to all rolls such as skill checks or attacks that involve using hands until either a cure spell is cast, or someone spends 10m and makes a DC 19 Heal check. Also, the immediate area in a 20′ radius is covered in spikes. Anyone moving through the area takes 1d8 damage per 5 foot movement, and must make a DC 19 Reflex Save, or have their speed halved, which can be taken care of like the hands above. This last for 7 hours)

Spike Stones

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

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