CR2

Command Center (CR 2)



A small console is in this side room. It has a few colorful buttons on it.

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

Trigger touch; Reset none

Effect

If any of the buttons are pushed, the console lights up and begins to spark. Command Center (DC 16 Will Save or target must halt in place for 1 round. Anyone still in the room in 1 round, just before the target can act, takes 1d6 electrical damage from the console overloading); multiple targets (all targets in room after 1 round)

Command

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Dream Catcher (CR 2)



A dream catcher hangs in front of the shutter doors.

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

Trigger touch; Reset none

Effect

If the doors are opened, the sunlight pours through the dream catchers, creating a cascade of colors. Dream Catcher (DC 16 Will Save or creatures of 2HD or less are knocked unconscious, blinded and stunned for 2d4 rounds, then blinded and stunned for 1d4 rounds, then stunned for 1 round; 3-4HD are blinded and stunned for 1d4 rounds, then stunned for 1 round, 5HD or more are stunned for 1 round); multiple targets (all targets in 15′ cone)

Color Spray

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Do Me A Favor (CR 2)



A well dressed man is standing near an alley, looking down a sewer grate.

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

Trigger proximity; Reset none

Effect

The man asks if the target can remove the grate and retrieve money that he dropped down it. If the target looks, they can see money about 10 feet down. If the target refuses, he is charmed. Favor (DC 16 Will Save or target is charmed for one hour. During this time, the target won’t be asked to do anything dangerous, except to follow the man around town and listen to him talk)

Charm Person

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Reflection (CR 2)



A tarnished mirror hangs on the wall.

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

Trigger touch; Reset none

Effect

If the mirror is cleaned, the reflection frightens the target. Mirror (DC 16 Will Save or target is frightened for 1d4 rounds; otherwise, the target is shaken for 1 round)

Cause Fear

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Whoa (CR 2)



The hillside looks unstable.

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

Trigger proximity; Reset none

Effect

The party’s animals become calm. Whoa (All the party’s animals stop for 1 minute); multiple targets (all animals within 30′) Once stopped, the hillside collapses on the party.

Calm Animals

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Blessed, Sort Of (CR 2)



A large idol of a strange god is in the middle of the fountain. Several coins are in the fountain.

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

Trigger touch; Reset none

Effect

If any of the coins in the fountain are touched, the target’s armor is “blessed”. Blessed (For the next 2 minutes, creatures striking target have a +1 to bypass any DR and all threats immediately become critical hits)

Bless Weapon

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Outside Aura (CR 2)



The air shimmers around you, causing objects far away to appear fuzzy.

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

Trigger proximity; Reset none

Effect

The party is temporarily surrounded by a field which causes them to have the aura of evil outsiders. At the same time, their water that they carry is blessed and then the containers break. Aura (DC 16 Will Save or the water that the party carries spills on them, causing each party member to take 2d4 damage, plus 1 point of additional damage for each other target within 5 feet)

Bless Water

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Noose Climb (CR 2)



A knotted rope hangs down the side of the stone wall.

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

Trigger touch; Reset none

Effect

The rope is easy to climb (DC 10 Climb check) and is 40′ long. However, about halfway up, the rope animates and wraps around the target’s neck, and then the a knot above is undone, and the rope abruptly drops 10 feet. Noose (DC 16 Reflex Save or become entangled, then take 4d6 damage as the target drops 10 feet, and begin to suffocate. Freeing oneself from the rope requires a DC 20 Escape Artist check)

Animate Rope

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Mobile Alarm (CR 2)



A small door leads to the back office.

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

Trigger touch; Reset none

Effect

If the target opens the door, an alarm. clearly audible from 60 feet away rings out on the person. It lasts for one round. After that, for 2 hours, each time the target opens a door, the alarm sounds again for 1 round.

Alarm

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Construct Room (CR 2)



The room is full of valuable items.

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

Trigger proximity; Reset none

Effect

A few of the items are constructs , and if any of the items in here are disturbed, they attack. The constructs benefit from an aid spell, and get +1 on attack rolls, plus 1d8+1 temporary hit points.

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