Posts Tagged With: Pathfinder

No Camping (CR 4)


The wood here is very dry, and is covered in dry moss.

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

Trigger touch; Reset none


If the wood is burned, the trap is set off. No Camping (Once the wood starts burning, a barrier of light and fire 20′ in diameter around the fire is created. The fire becomes very smoky, and the smoke is contained inside the sphere. In 1d4+1 rounds, all inside the sphere start to suffocate. Anyone who leaves the sphere takes 1d6 damage, and is outlined by a faint light, enough to counter any concealment the target may get. This effect lasts for 10 hours)

Campfire Wall

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

Say Hello To My Little Friend (CR 2)


A small cache of supplies is hidden under some leaves.

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

Trigger touch; Reset none


If the supplies are disturbed, the trap is activated. Say Hello (The next time the party camps for the night, or is otherwise occupied, a small rodent comes forth and chews through unattended supplies for 1 hour)

Call Animal

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

Stone Chest (CR 5)


A stone chest is secured with a sturdy lock here.

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

Trigger touch; Reset none


The chest has a complex lock built into it. Stone Chest (The requires a DC 40 Disable Device check to open. If the result is less than 40, then add the difference, up to 10 – DC 30 – as the duration it takes to open the lock. If the chest is broken, the chest has hardness 8 and 30 HP. Each round the chest is touched, whether to open the lock or break it, the target takes 1d4 Dexterity damage and is slowed for 1 round, although a DC 22 Fortitude Save negates the slow effect. If the target is reduced to 0 or less Dexterity, the target is petrified permanently. Break Enchantment, restoration or stone to flesh can reverse this)

Calcific Touch

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

Echo Chamber

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

It is as quiet as a library here. For this entire area, sounds are amplified and echoed. Any noise that is made, such roughly opening a door, the sound of steel striking armor, talking louder than soft speech, etc, is amplified and echoes several times. Each time such a noise is made, all targets in the area must make a Will save or be nauseated for 1d4+1 rounds.

Cacophonous Call

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

Zip Line (CR 2)


A sturdy steel wire crosses the chasm.

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

Trigger location; Reset 1 round


Any target that uses the line to cross the chasm sets it off at the halfway mark. Zip Line (Target’s equipment that is touching the line takes 2d6 damage, with hardness of 10 or less ignored. A DC 16 Fortitude Save halves the damage. Target must also make a DC 16 Reflex Save or fall, taking 10d6 damage. If the damaged item breaks, the target receives a -2 penalty of the Reflex Save)

Burst Bonds

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

Eerie Portrait (CR 3)


Portraits line the walls of this windowless room.

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

Trigger proximity; Reset 1 round


One of the portrait’s eyes follows you as you move through the room. Eerie Portrait (Once target is within 10′, the eyes on the portrait flare red. Target takes 5 points of damage and must make a DC 18 Will Save or be blinded for 2 rounds.)

Burning Gaze

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

Bristle Thistle (CR 2)


The ground is covered with thistles.

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

Trigger proximity; Reset auto


The thistles are hard to avoid, even on the path. A DC 16 Acrobatics check is required for each move action to avoid them. Bristle Thistle (DC 16 Fortitude Save, or next time target is in combat, opponent receives a +1 enchantment bonus to natural attacks, which the target’s AC is reduced by 1. This effect lasts for 1m after activated, or 1m after thistle is removed, whichever is longer)


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

Inspiring, All the Same (CR 7)


Several shelves of gilded books line the walls.

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

Trigger touch; Reset none


Many of the books seem to be magical self-help books, and some actually contain spells. However, all the books are trapped. Inspiring (DC 22 Will Save or the next time the target is attacked, or the target of a skill check, the opponent gets advice and encouragement from the target’s mind, which allows them to roll twice and take the higher result. Once activated, the effect lasts for 11 rounds, or until a natural 20 is rolled)

Brilliant Inspiration

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

Broke (CR 2)


The door is swollen and stuck shut.

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

Trigger touch; Reset none


The door requires a DC 23 break check to break, or can be destroyed. It has hardness 5 and 20 HP. Broke (DC 16 Fortitude Save or closest object to door gains the broken condition, or if it already has the broken condition, it is destroyed. Note that preference is given to an item that directly contacts door, such as a weapon to destroy it, or the target’s armor is they attempt to break it by using their body)


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

Money Dye (CR 1)


Several small pouches of coins are here.

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

Trigger touch; Reset none


Each individual pouch has been trapped to go off if any of the money is removed. Money Dye (DC 15 Fortitude Save or target has the work “Thief” branded on their forehead for 1d4 + 1 days and takes 1 point of damage. This brand can be scraped off, causing 1d6 damage, but if the damage is healed, the brand comes back)


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

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