CR2

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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Offering Plates (CR 2)


 

This dusty room was once a temple of some sort. Several rusted plates, full of tarnished coins, lie in a corner.

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

Trigger touch; Reset auto

Effect

If any of the coins are taken, the target briefly glows with shimmering energy. Offering Plates (DC 16 Will Save, or target gets a -2 attack penalty for the next hour, as the energy interferes with the attacks)

Shield of Faith

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Annoying Shield (CR 2)


 

The door seems to be fashioned from shields.

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

Trigger touch; Reset none

Effect

If the door is opened, an invisible, magic shield appears in front of the target. Unless actively looking for it (i.e. detect magic or something that looks for force, etc) the target will not know it is there. For the next 5 minutes, the shield causes any foes that the target attacks to have a +4 bonus to AC, and also negates any magic missile cast by the target.

Shield

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There is Noooo Sanctuary (CR 2)


 

This small house is well tended.

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

Trigger proximity; Reset none

Effect

Any target that enters the house has a small curse placed on them. For the next hour, any beneficial spell cast on the target will only work if the caster makes a DC 16 Will Save. If they fail, the result is as if the spell failed due to SR.

Sanctuary

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The Only Thing to Fear (CR 2)


 

A doorway leads into a narrow cave.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

After the target walks into the cave, they feel fear, which requires a DC 11 Will Save to avoid running out of the room. However, once they pass through the door, their fear is removed if they make a DC 11 Will Save. One turn later, the cave collapses. Collapse (DC 15 Reflex Save or take 6d6 damage); multiple targets (all targets in room)

Remove Fear

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Spring Plate Door (CR 2)


 

The stone door is featureless and appears to be activated by a spring plate in front of it.

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

Trigger location; Reset none

Effect

The spring plate requires 100lb of force to depress, opening the door. Spring Plate (DC 11 Fortitude save or target is reduced in size by 1/2, weighing 1/8 the original size when it is depressed. This causes the plate to snap back, throwing any target under 50 lbs into the ceiling, causing 2d6 damage and stunning the target for 1 round)

Reduce Person

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