CR2

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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Knight’s Calling Card (CR 2)


 

A card has been stuck into this door.

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

Trigger touch; Reset none

Effect

The card falls to the floor if not taken when the door is opened. It simply says, “Come”. Knight’s Calling Card (DC 16 Will Save, or the next time the target sees an opponent, the target is compelled to do nothing but move towards the opponent that turn, avoiding any other dangers, including attacks of opportunity. If the target ends the movement adjacent to the opponent, the opponent may make an attack of opportunity)

Knight’s Calling

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Not too Keen (CR 2)


 

Smoky torches burn in this hall.

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

Trigger proximity; Reset auto

Effect

The torches make it difficult to see. Not too Keen (DC 16 Will Save or target takes a -2 penalty on perception checks, and normal vision is reduced by one illumination step. This effect lasts for 1 minute); multiple targets (all targets in room)

Keen Senses

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I Don’t Really Feel Better (CR 2)


 

The door is showered with a cooling mist.

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

Trigger proximity; Reset auto

Effect

Anyone who passes thru the door is covered in the mist. I Don’t Really Feel Better (DC 16 Will Save or target takes no penalties from an existing fatigued or exhausted condition. However, after 10 minutes, whether or not the target had one of the conditions, they take 1d6 points of nonlethal damage, and any original condition returns); multiple targets (all targets that pass through mist)

Invigorate

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Shoplifting (CR 2)


 

Several valuables lay about in the open.

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

Trigger touch; Reset none

Effect

If the target is in possession of one of the valuables and is ever questioned, the target gets a -10 penalty to on Bluff skill checks to convince someone of their innocence. This applies to anything the target is guilty of, not just taking the valuable. Each item’s penalty can only apply once, then it has no more ill effects.

Innocence

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Ladder (CR 2)


 

A ladder is built into the wall, and leans out from over the door to a spot about 5 feet away on the floor.

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

Trigger proximity; Reset none

Effect

The ladder leads up to a small transom window. Should a target cross under the ladder to use the door, the trap is triggered. Ladder (The next time the target rolls a d20, the target must roll twice and take the least favorable result)

Ill Omen

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Fountain (CR 2)


 

A fountain next to the door slowly trickles out water.

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

Trigger proximity; Reset none

Effect

When a target gets in front of the door, a jet of water strikes the target. Fountain (Target is soaked with water, and takes a bull rush attack with a CMB of +2)

Hydraulic Push

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Boar’s Head (CR 2)


 

The giant head of a boar hangs over the fireplace.

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

Trigger proximity; Reset none

Effect

If combat happens in the room, the boar lets loose a giant howl. Boar’s Head (DC 16 Will Save or opponents are granted a +2 bonus on weapon attack and damage rolls for 1 round. Elves are shaken instead.) multiple targets (all targets in 20′ cone)

Hunter’s Howl

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