100 Unexpected Traps [CLEAVES]


Homebrew and House Rules

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13:Sharkskin Suit
+1 hide armor that completely covers and adjusts to fit.
DM notes. Unless you use identify or legend lore, you won't realize this is a Skum Suit. It will fill with water and can only be removed underwater or by a remove curse. For a skum it protects their skin from drying out. For aquatic creatures it will even serve as a spacesuit.
Rare GPV 100,000


152. The Pit That Knows You Didn't Put A Point In Swim

-- A 20x20 section of floor collapses, and down you go: 50' drop to the water, which is 100' deep. The walls of the pit are vertical and slippery. Hungry monsters optional.

Neither the trap nor the pit are magical. (The hungry monsters might be.)


15:The pit and the pendulum
A 10 foot wide walkway goes over a 30 feet deep pit. The squarish pit is 30 feet wide. There's a pendulum swinging back and forth over the middle of the path. It's a DC18 reflex save to cross without taking 3D8 slashing damage and falling into the pit. Being hasted gives +4 to the dex save. The standard door at the other end leads to the actual room.


154. The Upright Pit trap
This 10–30 foot deep pit trap can be covered or uncovered and functions as normal. The bottom is a pressure plate that, once triggered by 51 or more pounds, causes a Large scythe-blade trap (2d6+1 per trap CR/x4) to swing from the walls at the bottom and attack any creatures there (+12 to hit +1 per trap CR). The pressure plate resets after 2 rounds and can trigger the blade again if more weight is added, but not from weight that is already there, such as a dead body that triggered the trap and hasn't moved.

This blade is positioned approximately 3 feet above the floor of the pit, meaning it will miss any creatures that have fallen prone into the pit (or incredibly short ones). This trap will catch anyone jumping, tumbling, climbing, or otherwise descending into or landing at the bottom without falling prone (such as cat's fall or boots of the cat.

155. Toe-Tapper Double-Tap trap
This trap can be affixed to a barrel, box, chest, or other container of sufficient size. Opening or closing the lid causes spear points to eject from the bottom and attempt to skewer the feet of anyone standing within 3 feet of any side (the trap-setter can set any side to not trigger, such as the side of a box facing a wall it's up against).
Spears: All creatures standing within 3 feet of the trapped container. Attack +12; damage 1d8 x3. This attack ignores shields and most armor, though footwear can adjust armor based on being leather, metal, or other protective material. Any creature hit is affected as though by caltrop damage and must make a Reflex save (DC 10 + damage) or fall prone. Anyone holding the box lid that falls prone also releases it, which triggers the spears to strike again when closed. Prone targets are easier to hit but get their normal bonuses from armor and shields and are not subject to the caltrop affect.

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