CR3

All That Glitters (CR 3)



It’s very dark in here, but the gold is supposed to be here, right?

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

Trigger touch; Reset none

Effect

There is a pile of gold in here. If touched, it disintegrates into golden dust which sprays everywhere. Gold (DC 18 Fortitude Save or target is blinded for 3 rounds, at the end of each round, target receives new saving throw. Also, target gets a -40 penalty to Stealth checks for 3 rounds); multiple targets (all targets within 10′)

Glitterdust

Categories: CR3, Pathfinder | Tags: | Leave a comment

Ghoul Butler (CR 3)



Next to the doors to the courtyard stands a lifelike statue of a butler or valet.

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

Trigger proximity; Reset none

Effect

When the occupants do not wish to be disturbed, they activate the butler golem. Anyone passing by the golem gets touched. Ghoul Butler (+3 touch attack to paralyze target and cause the target to emit a stench that sickens all within 10′ . A DC 18 Fortitude save negates the paralyzation, and will also negate the sickened condition for those within 10 feet. The effect lasts for 1d6+2 rounds)

Ghoul Touch

Categories: CR3, Pathfinder | Tags: | Leave a comment

Ten Foot Room (CR 8)



A small chest sits towards the back wall of this 10′ by 10′ room.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the chest is touched, the room is encased in a 10′ cube of force. Ten Foot Room (DC 24 Reflex save or target is trapped in a 10′ cube of force. The cube lasts for 13 rounds, and the walls have hardness 30 and 260hp); multiple targets (all targets in room)

Forcecage

Categories: CR3, Pathfinder | Tags: | Leave a comment

Rough Terrain (CR 3)



The terrain here is very rough, and some of the clearer paths through the terrain end in dead ends, crevasses or worse.

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

Trigger proximity; Reset none

Effect

When the targets have moved a bit into this terrain, fog begins to fill the air. Rough Terrain (For 40 minutes, the area is blanketed in thick fog. If a PC moves more than 5 feet per round, they must make a DC 18 Acrobatics check to avoid tripping. Also, there is a 10% chance in each round where a PC moves at greater than 5 ft per round that he will encounter a dead end or a crevasse. If a crevasse is encountered, a DC 18 Reflex Save is required to avoid falling and taking 2d6 damage. A DC 15 Climb check is required to climb out of the crevasse. A dead end simply means the PC must retrace 1d6x5ft of movement); multiple targets (fog covers a 400′ radius)

Fog Cloud

Categories: CR3, Pathfinder | Tags: | Leave a comment

Candles, Candles and more Candles (CR 1)



This room is lit by dozens of candles.

Type: magical; Perception DC 25; Disable Device DC 25

Trigger proximity; Reset none

Effect

When the far door opens (because the party is being attacked) all the candles flash brightly. Candles (DC 15 Fortitude save or target becomes dazzled for 1 minute); multiple targets (all targets within 60′)

Flare

Categories: CR1, CR3, Pathfinder | Tags: | Leave a comment

Globes (CR 3)



Several expensive looking globes are at the edges of this study.

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

Trigger touch; Reset none

Effect

If any of the globes are disturbed, one of the globes in the far corner ignites and rolls off of it’s stand, and follows the target around. Globes (globe moves 30′ per round and actively follows target that activated trap. If the globe ends up in the same space as target, it deals 3d6 fire damage, which a DC 18 Reflex Save negates. The globe is active for 4 rounds)

Flaming Sphere

Categories: CR3, Pathfinder | Tags: | Leave a comment

Crossed Swords (CR 3)



A pair of crossed swords is mounted directly above the door.

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

Trigger proximity; Reset auto

Effect

Anyone who passes under the sword gets attacked by one of the swords, which also bursts into flame. Swords (+4 melee touch for 1d8 + 2 fire damage)

Flame Blade

Categories: CR3, Pathfinder | Tags: | Leave a comment

Traps (CR 3)



A poorly concealed pit is in front of you.

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

Trigger proximity; Reset none

Effect

You suddenly sense traps. Sort of. Traps (DC 18 Will Save or target detects all traps within 10 feet. However, the detection is 5 feet off, so it’s likely that the target will stumble into the trap when he investigates)

Find Traps

Categories: CR3, Pathfinder | Tags: | Leave a comment

False Death (CR 3)



A fountain pours out water in the middle of the room.

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

Trigger proximity; Reset none

Effect

Those that drink from the fountain are granted 1d10+1 temporary hit points, which last for 3 hours. The targets take damage once they leave the room. False Death (DC 18 Fortitude Save or target takes an amount of damage equal to current HP + 1, excluding temporary HP); multiple targets (all targets leaving room)

False Life

Categories: CR3, Pathfinder | Tags: | Leave a comment

The World’s Most Interesting Man (CR 3)



An animated statue is just inside.

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

Trigger proximity; Reset none

Effect

The statue is orating on some interesting topic or another. Statue (DC 18 Will Save or target is enthralled and does nothing but stop and listen to the statue for 1 hour. If the targets are attacked in any way, the effect ends) multiple targets (all targets within 60′)

Enthrall

Categories: CR3, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.