CR 1
CR 2
CR 3
CR 4
- Trap
CR 5
CR 6
- Trap
CR 7
CR 8
CR 9
- Trap
CR 10
- Trap
CR 11
- Trap
CR 12
CR 13
- Trap
CR 14
CR 15
- Trap
CR 16
- Trap
CR 17
- Trap
CR 18
- Trap
CR 19
- Trap
CR 20
- Trap
CR 1
Jury-Rigged Laser Blast Trap
CR 1
XP 400
Type technological; Perception DC 21; Disable Engineering DC 15 (disable motion sensors)
Trigger touch; Reset none
Effect laser +11 ranged (3d6+1 F)
Pressure Pad Trap
CR1
XP 400
Type technological; Perception DC 21; Disable Engineering DC 16 (disable pressure pad)
Trigger location; Reset none
Effect sonic blast (3d6 So); Reflex DC 12 half
CR 2
Electricity Blast Sphere
CR 2
XP 600
Type technological; Perception DC 23; Disable Engineering DC 18 (prevent the electricity discharge)
Trigger location; Reset 1 minute
Effect blast of electricity (3d6 E); Reflex DC 13 half; multiple targets
CR 3
Malfunctioning Control Console
CR 3
XP 800
Type hybrid; Perception DC 24; Disable Engineering or Mysticism DC 19 (disable short-circuiting components)
Trigger touch; Reset none
Effect arc of electricity (6d6 E); Reflex DC 14 half
Star Storm Trap
CR 3
XP 800
Type magical; Perception DC 24; Disable Mysticism DC 19 (disrupt the magical energy)
Trigger location; Reset 1 minute;
Initial Effect a rain of glowing stars cascades from the ceiling, striking all creatures in the secondary area and dealing 5d6 damage, half of which is electricity and half of which is fire; DC 14 Reflex half; multiple targets (all targets in a 25-by-30-foot area);
Secondary Effect any creature that fails the Reflex save is covered in sparkling motes of light that last for 10 minutes, during which time the creature takes a –10 penalty to Stealth checks and cannot benefit from concealment; Will DC 14 negates
CR 4
CR 5
Laser Arc Trap
CR 5
XP 1,600
Type technological; Perception DC 27; Disable Engineering DC 22
Trigger touch; Reset manual
Effect laser arc (4d10+5 F); Reflex DC 15 half
CR 6
xxx
CR 7
Mind Spores Trap
CR 7
XP 3,200
Type hybrid; Perception DC 30; Disable Computers DC 27, Engineering DC 25, or Mysticism DC 25 (neutralize spores)
Trigger proximity (thermal, 10 feet); Reset 1 hour or manual (computer in area B2)
Effect mind spores (–4 penalty to Intelligence-, Wisdom-, and Charisma-based ability checks, skill checks, and saving throws for 1d4 hours; this is a mind-affecting effect); Will DC 17 negates; multiple targets (all targets in 30-ft. cone).
Moving Laser Wall Trap
CR 7
XP 3,200
Type technological; Perception DC 30; Disable Computers DC 27
Trigger location; Initiative +12; Duration continuous (until disabled); Reset manual
Effect wall of laser beams (5d10 F); Reflex DC 17 avoids (see above if natural 1 is rolled); onset delay (1 round); multiple targets (all targets in area B3)
CR 8
Needle Launcher Trap
CR 8
XP 4,800
Type analog; Perception DC 32; Disable Engineering DC 27 (cut trip wire)
Trigger location; Reset manual
Effect needles +20 ranged (8d12 P)
CR 9xxx
CR 10xxx
CR 11xxx
CR 12
Obedience Implant Trap
CR 12
XP 19,200
Type hybrid; Perception DC 38; Disable Engineering DC 33 (disable lancet) or Cr 12 Mysticism DC 33 (render implant ineffective)
Trigger proximity (visual, 10 feet); Reset manual
Effect lancet +27 melee (3d6+10 P plus dominate person); Will DC 21 negates dominate person effect
CR 14
Sterilization Chamber Trap
CR 14
XP 38,400
Type analog; Perception DC 41; Disable Engineering DC 36 (disable pressure valve)
Trigger location; Reset 1 minute
Effect acid shower (14d12 A); Reflex DC 22 reduces damage to 4d12; onset delay (1 round); multiple targets (all targets in room)
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