CR3

Graceless (CR 3)


 

A large statue if a tripping fool is at the far end of the room.

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

Trigger proximity; Reset none

Effect

The first target to pass within 15′ of the statue triggers the trap. Graceless (DC 18 Will Save, or the next time the target is within range of an opponent, the target triggers an attack of opportunity, even if one would not normally be allowed)

Grace

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Diamond Glider (CR 3)


 

A large diamond is suspended in air above a large pit.

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

Trigger location; Reset none

Effect

If a target goes to the edge of the pit, they begin to glide in the air. The updraft lets them rise up to the diamond. Once the diamond is touched, however, the glide effect terminates, causing the target to fall. A DC 18 Reflex Save lets the target take the diamond. The target takes 8d6 falling damage. The diamond is fake.

Glide

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Aurable Treasure (CR 3)


 

Several expensive pieces of jewelry are inside the velvet-lined chest.

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

Trigger touch; Reset auto

Effect

Each item in the chest is trapped, and must be found/disabled separately. Aurable Treasure (When the treasure is taken, the item gains an opposite alignment from the target. The alignment lasts for 30 minutes, and leaves a trail that the owner can follow)

Follow Aura

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Glowing Runes (CR 3)


 

Several glowing runes are on the door.

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

Trigger touch; Reset none

Effect

1d4 + 1 glowing runes are on the door. When the door is opened, the runes fly from the door and land on the targets. Glowing Runes (1d4 + 1 runes fly from the door, each landing on a random target, it’s possible for a single target to be hit with more than 1 rune. For each rune that hits a target, the target must make a DC 18 Will Save, or the glowing rune will appear somewhere on the target, preferable the armor or shield. The next time the target is struck in melee combat, the target’s opponent is granted an extra 1d6 fire damage to their melee attacks for 3 rounds. If a target has multiple runes, the extra rune does not activate until the first rune’s duration has been expended); multiple targets (all targets within 30′)

Flames of the Faithful

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Fire Wreath (CR 3)


 

A red wreath hangs on the door.

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

Trigger touch; Reset none

Effect

If the door is opened, or the wreath touched, flames jet out from the wreath to envelop the target. Fire Wreath (Target is wreathed in flames, and is entangled and cannot move. This effect lasts for 3 rounds, or 1 round if the target makes a DC 18 Reflex Save)

Fire of Entanglement

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Dragon Statue (CR 3)


 

A marble dragon stands next the archway.

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

Trigger proximity; Reset none

Effect

The statue breathes fire when the archway is entered. Dragon Statue (Each time a target passes, the statues breathes fire in a 15′ cone. This happens three times for 3d6, 2d6 and 1d6 damage. A DC 18 Reflex Save halves this damage); multiple targets (all targets in 15′ cone)

Fire Breath

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Boiling Pits (CR 3)


 

Underneath the grated floor, green slime burps and bubbles.

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

Trigger location; Reset auto

Effect

Each round, the spot under each PC bubbles. Boiling Pits (Roll a d10, on a 1-8, the boiling liquid strikes one of the 8 adjacent squares, while on a 9 or 10, the liquid strikes the target. Those that are splashed gain SR 15 vs any effects restore hit points or grant temporary hit points. Effects that ignore SR are halved. This lasts for 3 rounds, or 1 round if the target makes a DC 18 Fortitude Save); multiple targets (all targets on grated floor)

Fester

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Campfire Ashes (CR 3)


 

The glint of gold can be seen in the ashes of this old campfire.

Type: magical; Perception DC 28; Disable Device DC 28

Trigger touch; Reset none

Effect

The bits of gold turn out to be old holy symbols. A DC 28 Knowledge Religion check reveals them to be from an ancient god of pestilence and hunger. Campfire Ashes (If the idol(s) are picked up, the ashes swirl about the target. The target must make a DC 18 Fortitude Save, or be cursed with an unnatural hunger for 8 days. The target begins to starvewhich no amount of eating can counter. If the target eats anything, they must make a DC 12 Fortitude save or become nauseated for 1 round. Any effects from ingesting potions or poisons still affect the target. This can only be removed via break enchantment, limited wish, miracle, remove curse or wish, at DC 15. The effects still need to be healed by normal means.)

Feast of Ashes

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Darwin Damage (CR 3)


 

A door stands behind a marble statue.

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

Trigger touch; Reset none

Effect

The statue can be bypassed with a DC 30 Escape Artist check. Otherwise, it must be moved or destroyed. Moving it requires a DC 30 Strength check, and to destroy it, requires doing 50 HP of damage to it. (Hardness 10). If it is moved or destroyed, the trap springs. Darwin Damage (DC 18 Will save, or the next time the target strikes an eidolon, the eidolon receives an evolution of 2 points or less)

Evolution Surge

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Basic Speech (CR 3)


 

Various symbols depicting the elements lie on the table. They are all made of precious metals.

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

Trigger touch; Reset none

Effect

Picking up the one of the items triggers the trap. The first item picked up (or last item put down) determines the effect. Basic Speech (DC 18 Will Save or target gains the ability to communicate with the elemental type depicted by the symbol. However, while in possession of the symbol, the target loses other ways to communicate; speech, writing and reading. A separate save is allowed for each item)

Elemental Speech

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