CR3

Lite Wake (CR 3)


 

The monsters are close behind.

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

Trigger location; Reset none

Effect

When leaving the area/building, the trap is triggered. Lite Wake (The terrain is difficult terrain, but the party leaves behind a darkly glowing path, 1 foot off the ground. This path lasts for 3 rounds, is 10 feet wide and always 120 feet in length behind the party. Pursuing creatures can treat the ground as normal terrain)

Wake of Light

 

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Versatility (CR 3)


 

A beat up chest is in the closet.

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

Trigger touch; Reset none

Effect

The chest sprays a fine mist when opened. Versatility (DC 18 Will save, or for the next 3 minutes, any DR the target has is negated)

Versatile Weapon

 

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Showroom (CR 3)


 

Several alcoves contain tall glass containers with swirling mist inside of them.

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

Trigger touch; Reset none

Effect

Showroom (If opened, each container houses a demo, captive eidolon that attacks the party. The eidolon stays for 3 minutes)

Summon Eidolon

 

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Overstuffed Closet (CR 3)


 

Stout wooden doors are on this armoire.

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

Trigger touch; Reset none

Effect

The armoire appears empty if opened. Then pebbles rain out from the armoire. Overstuffed Armoire (2d6 bludgeoning damage and entire area is considered difficult terrain for 3 rounds); multiple targets (all targets within 40′ of armoire)

Stone Call

 

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Slippin’ Away (CR 3)


 

The floor in here is slightly wet.

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

Trigger proximity; Reset auto

Effect

Whenever a puddle is trod upon, the trap is triggered. It requires a DC 18 Acrobatics check to avoid puddles, and if actively avoiding a puddle, the target takes a -2 penalty to attack rolls. Slippin’ Away (DC 18 Reflex Save or target moves an additional 10′ at the end of movement in the direction of movement. This movement can trigger an attack of opportunity); multiple targets (all targets in room)

Slipstream

 

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It Can Talk? (CR 3)


 

Scrolls and books line the shelves of the library.

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

Trigger touch; Reset none

Effect

The tomes and scrolls are not magical, but are interesting and worth some money to the right people. It Can Talk (DC 18 Will Save or for the next 24 hours, any scrolls or books taken will talk at inopportune times. This imparts a -2 penalty to any opposed checks like Intimidate, Bluff or Diplomacy, a -10 penalty to Stealth checks, and a -1 penalty to concentration checks)

Share Language

 

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Where Did They Go? (CR 2)


 

The exit door is made of not quite hardened clay.

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

Trigger location; Reset touch

Effect

Opening the clay door triggers the trap. Where did they go? (One round after the door is opened, any dead corpses in the room are change to no longer look like they did before, changing race, clothing, size and even gender. A DC 16 Will Save is required to penetrate the disguise. A Will save failed by 5 or less causes the observer to think that the corpse is merely someone who looks very close, and not a fake.)

Sculpt Corpse

 

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Screeching Halt (CR 4)


 

The tiles in this room are unevenly installed.

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

Trigger location; Reset auto

Effect

The tiles are unevenly installed, and shift slightly when walked upon. Screeching Halt (Any time a target does not move at least 5 feet during combat in this room, the tiles generate a loud, screeching noise. Non-moving target must make a DC 19 Fortitude save, or target provokes an attack of opportunity from every foe that threatens)

Screech

 

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Odoor (CR 3)


 

Strange smells come from the door.

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

Trigger touch; Reset auto

Effect

Any target that passes through the open doorway gets some of the scent on them. Odoor (DC 18 Fortitude Save, or for the next 3 hours, creatures tracking the target get a +20 competence bonus on their Survival checks. In addition, random snippets of discussed strategy will be left in scent messages along the trail that trackers can understand, with a -1 penalty for every emotion or letter left. Messages will be as short as possible); multiple targets (all targets passing thru door)

Scent Trail

 

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Stampede! (CR 3)


 

The gate to the cattle holding area is solidly constructed.

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

Trigger touch; Reset none

Effect

If the gate is opened, it causes the cattle to stampede. Stampede (Each cow, on it’s first attack against a target, gains +3 morale bonus to attack and +3 bonus to damage)

Saddle Surge

 

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