CR1

Candles (CR 1)



The entire place is lit by black candles that emit a thick, greasy smoke.

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

Trigger proximity; Reset none

Effect

Any target in the area that stabilizes after being reduced to less than zero hit points resume dying on the next round. There must be no lit candles within 60 feet to remove this effect.

Bleed

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Puddles (CR 1)



The floor is uneven and filled with small puddles.

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

Trigger proximity; Reset none

Effect

When a target gets within 25 ft. of a puddle, it empties and flies through the air to strike the target. Puddles (+2 ranged touch attack for 1d3 acid damage)

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I Could Have Had a V8! (CR 1)



Three glasses are filled with liquid. One blue, one green, and one red. They sit on top of a console table next to a wall.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

If any of the glasses are picked up, a hand pops out of the wall and facepalms the target. V8 (+4 melee for 1d3 damage)

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Tripwire Before Pit (CR 1)



A spiked pit blocks the way.

Type: mechanical; Perception DC 18; Disable Device DC 16

Trigger location; Reset Auto

Effect

There is a spiked pit blocking the entire corridor, 10′ across. Just before it is a small tripwire. Tripwire (+10 to Jump check). The pit is 10′ deep and causes 1d6 + 1d4 + 1 damage if fallen into.

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I’m a Rouge (CR 1)



The drawers are locked with flimsy locks.

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

Trigger touch; Reset none

Effect

The locks are easy to pick (DC 19 Disable Device) Rouge (DC 15 Reflex Save or target’s cheeks are highlighted with bright red rouge, which lasts for 1 day and can otherwise only be removed by dispel magic or other such spells)

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Rogue’s Bust (CR 1)



A bust of a dashing rogue is in an alcove by the door.

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

Trigger proximity; Reset none

Effect

A pouch or belt or other object on the target is opened. Rogue’s Bust (DC 15 Will Save or one item on target is opened. This can cause coins, potions, or other items to fall out, a belt to fall off, etc. When the target next performs an action that requires a Reflex Save, or an Athletics or Acrobatics check, the consequences of the item opening will be resolved)

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Loose Bricks Above the Rungs (CR 1)



Iron rungs have been set into the brick wall.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

One of the rungs, when weight is applied to it, causes a brick from above to fall. Brick (DC 18 Reflex Save or target takes 1d4 damage, and must make a DC 14 Fortitude Save or become stunned for one round, which also causes the target to fall, taking 2d6 damage)

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Blood Candles (CR 1)



A candelabra, full of dark red candles, burns bright.

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

Trigger proximity; Reset none

Effect

The candles damage dying creatures. Blood Candles (DC 15 Will Save at the beginning of the target’s round, or dying target takes 1 point of damage)

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Numbing Ramparts (CR 1)



The ramparts are about 20 feet from the ground.

Type: mechanical; Perception DC 19; Disable Device DC 19

Trigger touch; Reset none

Effect

The ramparts are covered in a viscous contact poison. Poison (DC 14 Fortitude Save or target becomes paralyzed for 1d4+1 rounds, falling if they make contact while still climbing)

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Listen at my Door, Will You? (CR 1)



A stout wooden door is in the wall.

Type: mechanical; Perception DC 23; Disable Device DC 18

Trigger touch; Reset Auto

Effect

An ogre stands on the other side of the door, if someone listens at the door, or otherwise puts body parts against it, he slams it with a big, heavy, mailed fist. Door (DC 14 Fortitude Save or target is dazed for 1 round)

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