Posts Tagged With: Pathfinder

Vampire Door (CR 4)


The door ahead is made of red wood.

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

Trigger touch; Reset auto


The door is stuck fast and must be destroyed. It has hardness 5 and 20 HP. However, whenever the door is physically struck, it deals 2d6 damage, which become temporary hit points for the door.

Vampiric Touch

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

Annoying Servant (CR 2)


The party enters a well-appointed study.

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

Trigger proximity; Reset none


Intruders are given the “gift” of an unseen servant that follows them around for 3 hours. This servant will helpfully misplace items that the PC sets down, close doors, re-lock locks, etc. Anything that is not combative or requires a lot of strength that is annoying, the servant will do. multiple targets (all targets in room – i.e. one servant per target)

Unseen Servant

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

Cloudy With a Chance of Evil (CR 5)


Dark clouds hang low in the sky, turning into ground fog.

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

Trigger location; Reset none


The lower fog is dark. Cloudy with a chance of Evil (When entering the fog, it turns into a cloying miasma of greasy darkness. 3d8 damage and target is sickened for 1d4 rounds, DC 21 Will Save halves the damage and negates sickened effect); multiple targets (all targets that enter cloud)

Unholy Blight

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

This Place Sucks

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

The entire area is bathed in a sickly purple light.

Every creature in this place is protected by an unholy aura, giving them +4 deflection bonus to AC and a +4 resisteance bonus to saves. Creatures cannot be possessed or magically mentally influenced. Creatures gain SR 25 vs. good spells, and spells from good creatures. And a successful melee attack vs the creatures requires a DC 27 Fortitude Save or the attacker takes 1d6 Strength damage.

Unholy Aura

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

Standing on Unhallowed Ground (CR 6)


A statue of an evil looking god stands guard outside the chamber. An offering plate sits at its feet, with a few coins in it.

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

Trigger touch; Reset none


If the target enters the room without making a 1gp or greater offering to the god, the targets are sent to another plane, and into an unhallowed area. The unhallowed area has a protection from good effect turned inward, that is, good creatures may not leave the area. Additionally, a dispel magic at CL 11 is in effect in the area. Just outside the circle is a portal to return home. The effect lasts for 1 year. A DC 22 Will Save negates the teleport effect.


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

Out of Alignment (CR 3)


The door handles are shaped like the scales of justice.

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

Trigger proximity; Reset none


As the door opens, the scale tips. Out of Alignment (DC 18 Will Save or any magical attempt at detecting alignment while in the room will fail); multiple targets (all targets passing through door)

Undetectable Alignment

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

Weapon Reign (CR 7)


Several skeletons hang from the ceiling, all armed. A crown sits on a pillow in the center on a small dais.

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

Trigger touch; Reset none


If the crown is touched, a brilliant flash of light bursts from it, killing all the skeletons above, who drop the weapons. Weapon Reign (1d6 +8 melee attacks for 1d8+3 damage per target); multiple targets (all targets in 30′ radius)

Undeath to Death

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

Tried and True (CR 2)


A small chest under the bed is locked.

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

Trigger touch; Reset none


The owner of the box gains a +20 Insight bonus to their next attack vs. the target that opens the box.

True Strike

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

I See You (CR 7)


The room is littered with sharp obstacles and pits.

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

Trigger proximity; Reset none


The sharp obstacles (1d6 bleed damage) and pits (1d6 +1 bleed damage) are easy to avoid. A DC 5 Acrobatics check is all that is required to move through the room at normal speed. The check increases by 5 for each doubling of movement. For every 5 feet of movement, both a pit and sharp object will be encountered, each requiring a separate check. However, once in the room, the trap springs. I See You (DC 24 Will Save or target can see into the Ethereal plane for 11 minutes. The distraction causes the Acrobatics check to be DC 24); multiple targets (all targets in room).

True Seeing

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

Die and Let Live (CR 10)


A large sarcophagus dominates the chamber. The lid depicts as plate mail clad human brandishing a holy symbol to a long forgotten god.

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

Trigger touch; Reset none


Inside the sarcophagus is the dusty remains of a long dead war cleric. The gleaming armor, shield, mace and holy symbol are intact. If any of it is disturbed, the cleric (20th level cleric) comes to life and fights the party. He has full abilities, spells and hit points.

True Resurrection

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

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