CR2

Say Where? (CR 2)


 

A wooden dummy is in the back of the alcove.

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

Trigger touch; Reset none

Effect

If the dummy is touched, it stays with the target. Say Where? (DC 16 Will Save, or every time the target speaks, it comes from the dummy, not matter where the dummy is. This causes a -4 penalty to Charisma based saves and checks, and of course, if the dummy is not near, it cannot be heard. A dispel magic or remove curse against CL 1 is required to remove the effect)

Ventriloquism

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Annoying Servant (CR 2)


 

The party enters a well-appointed study.

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

Trigger proximity; Reset none

Effect

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

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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

Effect

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

True Strike

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Pet Statue (CR 2-10)


 

A display case boasts several small jade animal statues.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger ; Reset none

Effect

There are 9 statues, and each one corresponds to a random ally, with each one corresponding to CR 2-10. The statue will animate and attack for the target, but will only attack targets that are not immediately hostile. In order to get rid of the statue, a Dispel magic with a DC 11-21 must be made, or remove curse, wish, or limited wish.

Summon Nature’s Ally

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

Rope Pull (CR 2-10)


 

The door has a rope pull attached to a bell.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger touch; Reset none

Effect

When the rope is pulled, a random monster guardian is summoned that fights the target. The monster is based on the CR of the trap, and uses the summon monster tables.

Summon Monster

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

If You Could Talk to the Animals (CR 2)


 

Several small animals chitter away.

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

Trigger proximity; Reset none

Effect

Suddenly, the animals are speaking to the target. Animals (For 1 minute, the target must make a DC 16 Will Save or be distracted every round from the cutting remarks of the animals. While distracted, the target loses remaining actions, and must make a new initiative roll to re-enter combat next round)

Speak with Animals

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Comfy Bed (CR 2)


 

A few jewels and coins are scattered on a plush bed.

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

Trigger touch; Reset none

Effect

If the valuables are disturbed the trap is sprung. Comfy Bed (DC 16 Will Save or target falls asleep for 1 minute); multiple targets (up to 4HD of creatures, lowest HD first, within 10′)

Sleep

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Treasure (CR 2)


 

A rope bridge leads across the chasm to a stone spire, where a chest sits precariously near the edge.

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

Trigger proximity; Reset none

Effect

The chest is an illusion, and when a target gets within 5′, the chest falls off the edge. If the target attempts to catch it, they must make a DC 16 Reflex Save, or fall off the edge with the illusionary chest, taking 4d6 damage.

Silent Image

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Shocking Rung (CR 2)


 

A metal ladder descends into the sewer.

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

Trigger touch; Reset none

Effect

A rung 10′ down shocks the target. Shocking Rung (+4 melee touch for 1d6 electricity damage, on a successful hit, target must make a DC 16 Reflex Save or fall 20′, taking 2d6 damage)

Shocking Grasp

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Club Entrance (CR 2)


 

The door seems to lead to the cellar.

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

Trigger touch; Reset none

Effect

If the door is opened, a club swings down. The club get magically enchanted when the trap is activated. Club (+2 melee for 1d8+1 damage, the club is +1 for purposes of bypassing special defenses)

Shillelagh

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