CR2

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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Enfeebling Portcullis (CR 2)


 

A rusty portcullis blocks the way.

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

Trigger touch; Reset none

Effect

The portcullis requires a DC 20 Strength check to lift and hold. When someone crosses the threshold of the portcullis, all targets in contact become weak. Portcullis(target takes 1d6+1 Strength damage, DC 11 Fortitude Save for half damage. Those holding open the portcullis must make another Strength check or drop it, requiring the person passing under and anyone holding it to make a DC 11 Reflex Save or take 1d6 damage.); multiple targets (target passing through portcullis plus any targets holding it up)

Ray of Enfeeblement

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Kangaroo Court (CR 2)


 

A judge sits behind a podium.

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

Trigger proximity; Reset none

Effect

The judge accuses the lawful target of trespassing and theft. The target must defend itself, as if on trial. (DC 11 Diplomacy check). If it fails, for one hour, every creature encountered has a protection from law effect on it.

Protection from Law

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Good Air (CR 2)


 

The air in here is slightly grey.

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

Trigger proximity; Reset none

Effect

The air in here interacts with flame. If there are any flames, such as from a torch, candle or lantern, the grey air causes all creatures to within 60′ of the source to be under the effects of a protection from good spell.

Protection from Good

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Evil Statue (CR 2)


 

A statue is in the room, and is wearing jewelry.

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

Trigger touch; Reset auto

Effect

If the statue is touched, the target is protected from evil. Evil Statue (The statue is evil and animates, and recoils from the target. Any attempt to remove the jewelry requires a DC 11 CMB check to remove a piece of jewelry)

Protection from Evil

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Orderly Door (CR 2)


 

A featureless stone door is here.

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

Trigger proximity; Reset none

Effect

The stone door has 90 HP and Hardness 8, and can only be broken down. However, chaotic creatures are forbidden from making physical contact. Also, any attacks from chaotic creatures cause the door to increase to Hardness 10.

Protection from Chaos

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