CR2

Swim for It! (CR 2)


 

The chest here is decorated with waves and an ocean motif.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

The chest is also locked (DC 25 Disable Device check) and full of crystal figurines worth 100gp each. Swim for It (DC 16 Fortitude Save or target’s hands develop webs between the fingers and the target’s feet become flippers. While granting a 30′ swim speed and +8 to swim checks, while not in water, the target takes a -4 penalty to all Dex based checks, and their movement speed is halved. This effect lasts for 1 minute)

Touch of the Sea

 

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Golden Banana (CR 2)


 

A golden banana sits on a shelf.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger location; Reset none

Effect

The banana is worth 500gp. Golden Banana (The next time the target uses a Dexterity based ability, or makes a Dexterity based check or save, the target loses 1d6+1 Dexterity, but cannot be reduced to less than 1. Also, if the target moves more than half speed, the target falls prone. A DC 16 Fortitude Save halves the Dex penalty and negates the possibility of falling prone. This lasts for 2 rounds. When activated, the banana peels open.)

Touch of Gracelessness

 

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Shadow of the Timepiece (CR 2)


 

A sundial casts a long shadow in the courtyard.

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

Trigger location; Reset none

Effect

The shadow moves to engulf the target as the target gets close. Shadow of the Timepiece (DC 16 Will Save or the next time the target’s opponent fails an attack by 1, the attacker gets a retroactive +1 competence bonus to make the attack succeed. The target must be within 15′ of the sundial to activate the trap.)

Timely Inspiration

 

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Trip Pit (CR 2)


 

A deep pit is in the middle of the room.

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

Trigger proximity; Reset none

Effect

The pit is 30 feet deep and spiked. A chest is at the bottom as well. Trip Pit (DC 16 Reflex Save or fall into pit as an extra dimensional hole suddenly appears in the square the target is in, taking 3d6 damage + 1d6 piercing damage. On a successful save, target still stumbles, taking a -1 penalty to all rolls and checks for 1 round. Target must be within 5′ of pit to activate trap.)

Stumble Gap

 

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Boxing Statues (CR 2)


 

Statues line each side of the narrow corridor.

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

Trigger proximity; Reset auto

Effect

Each status throws a punch at anyone who walks by. Boxing Statues (+4 melee for 1d6 bludgeoning damage. Each statue will attack no more than once per round, and will strike at the first target within range.); multiple targets (each target within 5′ of a statue)

Stone Fist

 

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Noteworthy Ladder (CR 2)


 

Chimes ring out as you open the door. A rope ladder leads upwards into a hole in the ceiling.

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

Trigger proximity; Reset repair

Effect

The chimes sound for 1d4 rounds. Noteworthy Ladder (The chimes create physical notes that reinforce the ladder. Once the sound stops, any weight more than 100 lbs on the ladder causes it to fall, dealing the appropriate fall damage. Striking the chimes will cause them to play for another 1d4 rounds, extending the lifetime of the notes that support the ladder.); multiple targets (all targets on ladder)

Solid Note

 

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Music Lock (CR 2)


 

Someone has manage to make the lock on this door play music.

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

Trigger touch; Reset none

Effect

The music stops if the door is opened. Music Lock (DC 16 Will Save, or the next time the target succeeds on a saving throw, they must immediately re-roll and take the next result)

Saving Finale

 

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Residual Doormat (CR 2)


 

A black mat has been placed outside the door.

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

Trigger touch; Reset auto

Effect

If the mat is trod upon, the imprint of the foot lasts for 1d4 + 1 days. The owner of the mat can touch the footprint and immediately receive a clear mental image, in exact detail, of the target that left the footprint.

Residual Tracking

 

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Did I Bathe? (CR 2)


 

A bathtub, full of suds is the main feature in this room.

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

Trigger touch; Reset none

Effect

If any of the sudsy water touches the target, the trap is activated. Did I Bathe? (DC 16 Fortitude Save, or the next time the target becomes smelly for any reason, the smell will not go away for 1 hour, no matter what the target does)

Negate Aroma

 

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Masking Chest (CR 2)


 

A small chest lies in the corner of this hut.

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

Trigger touch; Reset none

Effect

The chest contains several mundane items, such as clothing, personal items, etc. Masking Chest (The chest automatically masks the enchantments of the items inside, preventing them from being detected by detect magic. More powerful spells, such as arcane sight, will pierce the deception on a successful DC 16 Will Save by the caster)

Mask Dweomer

 

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