CR3

Status Report (CR 3)


 

The walls are covered in charts and graphs.

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

Trigger proximity; Reset none

Effect

The enemy knows the exact condition of each target affected, and will always attack the target (if possible) with the least HP left. Status (DC 18 Will Save or opponent knows exact condition of PC); multiple targets (all targets in room)

Status

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Don’t Touch My Stuff (CR 3)


 

A weapon rack contains a longsword, a hammer and a halberd.

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

Trigger touch; Reset none

Effect

The weapons are all masterwork +1 weapons. However, if they are touched, the target is attacked by a duplicate weapon made of force energy. Weapon (+5 melee for 1d8+1 damage for 3 rounds)

Spiritual Weapon

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Talk to the Hand (CR 3)


 

A ghostly hand floats in the air.

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

Trigger proximity; Reset none

Effect

The hand absorbs any spell of 4th level or lower that is cast. Once absorbed, the hand leaves, and returns 2 rounds later. Should the PC’s look, they will find a scroll hidden away with the spells absorbed inscribed. Hand (DC 18 Will Save or spell is lost to hand);

Spectral Hand

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Gong Door (CR 3)


 

A brass door is in front of you.

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

Trigger touch; Reset none

Effect

The door is stuck, requiring a DC 20 Strength check to force it open. However, if struck, it chimes out like a gong. Gong Door (1d8 sonic damage plus target is stunned for 1 round. DC 18 Fortitude Save to negate stunned effect.); multiple targets (all target within 10′ for door)

Sound Burst

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Landslide (CR 3)


 

The path down is steep, but dry.

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

Trigger proximity; Reset none

Effect

About halfway down, the path turns to loose dirt. Landslide (DC 18 Reflex Save or target slips and falls, sliding 10′ down the hillside); multiple targets (all targets on path)

Soften Earth and Stone

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Share My Pain (CR 3)


 

A small, “Do Not Disturb” sign has been hung on the door.

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

Trigger touch; Reset none

Effect

If the target opens the door, they are hit by a small bolt of energy. Share My Pain (DC 18 Will Save, or the next time the target attacks an opponent, the opponent is granted a shield that grants it a +1 deflection bonus to AC, and a +1 resistance bonus to saves. Furthermore, all damage done to the opponent is split equally between the opponent and target. Once the opponent dies, the shield goes away)

Shield Other

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Shatter Lock (CR 3)


 

The metal door is locked.

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

Trigger touch; Reset none

Effect

A loud, ringing noise emits from the door. Shatter Lock (Any object used to open the door is shattered into dozens of pieces. Magical objects get a DC 19 Will Save)

Shatter

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Sending Door (CR 6)


 

This small, but sturdy door is tucked away in a hard to see corner.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The door radiates strong magic, but is not otherwise trapped. If the magic is dispelled (CL 9) or bypassed, when the door opens, spellcasters see and hear a short message in their head. “Greetings. I see that the obvious signs of stay out were ignored. Well, good luck”. For the next hour, whenever a target tried to cast a spell, a babbling message arrives. This causes the caster to have to make a DC 19 Concentration check or lose the spell. A DC 21 Will Save negates the messaging effect.

Sending

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I Can See You (CR 3)


 

A fountain is here in the courtyard. A small plaque reads, “Donate and receive the gift of seeing the hidden”

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

Trigger proximity; Reset auto

Effect

If a target makes an offering to the fountain, they gain the ability to see invisible objects or creatures for 30 minutes. However, in each room are dozens of harmless invisible ethereal creatures. These creatures block sight for anyone that can see invisible. Anything over 5ft away from target has complete concealment, and the target’s Perception checks for anything visual has a -40 penalty for anything over 5ft. away.

See Invisibility

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Fun Mirrors (CR 3)


 

A set of mirrors has been placed at the end of the hall.

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

Trigger proximity; Reset none

Effect

The target’s reflection is distorted and frightens the target. Mirror (DC 18 Will Save or targets less than 6HD become frightened for 3 rounds. A successful save causes target to become shaken for 1 round); multiple targets (all targets within 30′ of mirrors)

Scare

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