CR3

I Confess (CR 3)


 

The shop is full of eclectic items.

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

Trigger question; Reset auto

Effect

The shop is enchanted so that the effect is triggered anytime a target and the shopkeeper make an opposed bluff, negotiation, diplomacy, etc check. I Confess (If the targets does not truthfully answer the question asked, they take 1d6 damage and are sickened for 2d4 rounds. A DC 18 Will Save negates the sickened effect and halves the damage. Stealing anything from the shop also triggers the trap)

Confess

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Eerie Portrait (CR 3)


 

Portraits line the walls of this windowless room.

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

Trigger proximity; Reset 1 round

Effect

One of the portrait’s eyes follows you as you move through the room. Eerie Portrait (Once target is within 10′, the eyes on the portrait flare red. Target takes 5 points of damage and must make a DC 18 Will Save or be blinded for 2 rounds.)

Burning Gaze

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Puddle (CR 3)


 

A puddle seeps out from under the door.

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

Trigger touch; Reset none

Effect

If the door is opened, the puddle grows to 15 feet in diameter. If any of the liquid gets on the target, opponents in the dungeon get +8 to Perception checks to detect the target, as the liquid smells, and the target gets a -4 penalty on any saving throws that result in the sickened or nauseated condition. The effect wears off after 8 hours. Every 2 hours, the penalty decreases by one, and the opponents’ bonus decreases by 2.

Bloodhound

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Interrogator’s Chair (CR 3)


 

Two plush chairs sit in front of this official’s desk as he faces you, sitting in his own leather chair.

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

Trigger location; Reset auto

Effect

They chairs both have tiny spikes in them which draw a very small amount of blood. If inspected, it will appear that the target sat on a small thumbtack. Interrogator’s Chair (DC 18 Will Save or the answers to the following questions appear on a scroll in front of the official: Who are you? (name), What are you? (gender, race, profession, etc), Alignment, and Why are you here? (Short sentence describing the actual reason the target is here. This gives the interrogator a +2 insight bonus into any sense motive or diplomacy check)

Blood Biography

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Fountain of Courage and Life (CR 3)


 

 A fountain spews forth a golden liquid. A sign in front says “Make an offering and dip your weapon; blessing you shall receive”.

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

Trigger touch; Reset auto

Effect

If the target dips a weapon in the liquid, if will glow faintly blue and they will get a +1 enhancement bonus to their weapon for 4 minutes, if they donate at least 200gp (or equivalent value). If they dip and do not donate, the weapon will still glow. However, it will not have an enhancement bonus. Rather, the next target struck by the weapon will gain a +2 morale bonus on fear and death saves. Furthermore, the moment the target reaches 0 HP, the effect will end, but they will be automatically healed for 1d8+4 hp. This particular effect lasts until discharged.

Blessing of Courage and Life

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Graceful Hit (CR 3)


 

A statue of an armored man, holding a large sword is by the door.

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

Trigger proximity; Reset auto

Effect

The statue taps the target with it’s sword as it passes. Graceful Hit (DC 18 Will Save, or the next time the target damages an opponent, the opponent is granted a +2 sacred bonus to all of its saving throws)

Bestow Grace

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Paladin Doors (CR 3)


 

Two bas-relief statues, each holding a large sword, flank the two iron doors.

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

Trigger proximity; Reset none

Effect

If the target passes through the doors, the statues rotate slightly towards the doors. Paladin Doors (Opponents inside the room that the doors lead to become immune to fear effects (magical or otherwise) for 30 minutes)

Aura of Greater Courage

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Bear Minimum (CR 3)


 

The cave seems empty but was probably inhabited by hibernating bears.

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

Trigger proximity; Reset none

Effect

Targets that enter the cave and go in at least 100′ trigger the trap. Bear Minimum (DC 18 Will Save, or the next time the target engages in combat, the opponent is granted a +2 natural armor bonus, a +2 enhancement bonus to CMB and can make bull rush, grapple and overrun combat attacks without provoking attacks of opportunity.)

Aspect of the Bear

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Cookies (CR 3)


 

The chest contains a small amount of gold.

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

Trigger touch; Reset none

Effect

The trap activates when the gold touches other coins, such as in the target’s coin pouch. Cookies (DC 18 Fortitude Save or up to 3 pounds of the target’s money turns into edible cookies, while still retaining all of their other properties. However, the new coins have parasites on them, that eat the other coins at the rate of 1lb per hour)

Allfood

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Double Poison (CR 3)


 

The small chest is hidden from view.

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

Trigger touch; Reset none

Effect

The small needle on the lock is poisoned. DC 18 Reflex Save or target must make a DC 18 Fortitude Save or take 1d3 Con Damage. However, the needle is also trapped to accelerate the poison. If a DC 18 Fortitude Save is failed, the target must make two DC 18 Fortitude Saves, or take 1d3 Con Damage twice in successive rounds.

Accelerate Poison

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