CR2

Zip Line (CR 2)


 

A sturdy steel wire crosses the chasm.

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

Trigger location; Reset 1 round

Effect

Any target that uses the line to cross the chasm sets it off at the halfway mark. Zip Line (Target’s equipment that is touching the line takes 2d6 damage, with hardness of 10 or less ignored. A DC 16 Fortitude Save halves the damage. Target must also make a DC 16 Reflex Save or fall, taking 10d6 damage. If the damaged item breaks, the target receives a -2 penalty of the Reflex Save)

Burst Bonds

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Bristle Thistle (CR 2)


 

The ground is covered with thistles.

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

Trigger proximity; Reset auto

Effect

The thistles are hard to avoid, even on the path. A DC 16 Acrobatics check is required for each move action to avoid them. Bristle Thistle (DC 16 Fortitude Save, or next time target is in combat, opponent receives a +1 enchantment bonus to natural attacks, which the target’s AC is reduced by 1. This effect lasts for 1m after activated, or 1m after thistle is removed, whichever is longer)

Bristle

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Broke (CR 2)


 

The door is swollen and stuck shut.

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

Trigger touch; Reset none

Effect

The door requires a DC 23 break check to break, or can be destroyed. It has hardness 5 and 20 HP. Broke (DC 16 Fortitude Save or closest object to door gains the broken condition, or if it already has the broken condition, it is destroyed. Note that preference is given to an item that directly contacts door, such as a weapon to destroy it, or the target’s armor is they attempt to break it by using their body)

Break

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I Thought I Knew How to Do This (CR 2)


 

This small shop has many interesting items.

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

Trigger proximity; Reset 1 hour

Effect

If the target doesn’t buy anything, or bargains, they are enchanted on the way out. I Thought I Knew How to Do This (DC 16 Will Save, or the next time the target makes a skill check, they must use the ranks owned by the storekeeper – hint, he doesn’t have any – but target still gets +3 bonus for class skills)

Borrow Skill

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Target (CR 2)


 

Small red beams of light come from all directions.

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

Trigger location; Reset none

Effect

Each round, the beams move. Target (Each round target is in area, they must make a DC 16 Reflex Save or be struck by a light beam. If struck, those attacking the target with ranged weapons have their range extended by 10 ft, and also get a +1 insight bonus to the attack roll. The effect lasts for 2 rounds., where they can be struck by another beam if still in the area)

Bomber’s Eye

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Take This (CR 2)


 

A rusty dagger sits on the table, as goblins rush in the side doors.

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

Trigger proximity; Reset none

Effect

When the goblins break in, the trap is triggered. Take This (DC 16 Will Save or nearest target to dagger drops whatever he is holding to wield the dagger for a single round. The dagger is damaged, and is -1 to hit and -1 to damage)

Beguiling Gift

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Dirty Tricks (CR 2)


 

Two magic shoppes sit side by side in this otherwise unremarkable alley.

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

Trigger location; Reset none

Effect

The two owners play tricks on each other all the time. If the target enters the right shoppe, the trap is triggered. Dirty Tricks (DC 16 Fortitude Save or target gains +3 competence bonus on Perception checks, a +1 bonus on ranged attacks, and crit range for bows or crossbows becomes 19-20/x3. However, any Charisma based skills or checks are at -2 due to the eyes becoming wide and raptor like, and the feathers sprouting from the sides of the target’s head. This effect lasts for 1 minute)

Aspect of the Falcon

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Strong Bridge (CR 2)


 

A worn stone bridge crosses the fast moving river.

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

Trigger proximity; Reset none

Effect

The bridge has been enchanted to hold more weight than it could otherwise. It can normally hold 200lb, but due to the enchantment, can hold 600lb. However, when a target reaches the middle of the bridge, the enchantment is dispelled. If there is over 200 lbs of weight on the bridge, it collapses. Strong Bridge (DC 16 Reflex Save or target falls into water. While in the water the target must make a DC 20 Swim check to move towards shore. It requires 3 successful checks to reach shore. Each round, the target is moved 100′ downstream. The target gets a number of checks equal to their Con score, after that, they begin to drown.); multiple targets (all targets on bridge)

Ant Haul

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Slight Breeze (CR 2)


 

A slight breeze blows through this dusty corridor. Flickering torches light the way.

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

Trigger proximity; Reset none

Effect

The wind picks up quite a bit when the target reaches the midpoint, stirring up the dust. Slight Breeze (2d6 fire damage, DC 16 Reflex Save for half damage, as the torches ignite the dust, causing a mild explosion); multiple targets (all targets in corridor)

Alter Winds

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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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