CR3

I See You (CR 3)


 

The path leads straight into a dense forest. A tower looks over the forest from a smal hill in the middle of the trees.

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

Trigger location; Reset none

Effect

When the forest is entered, the trap is activated. I See You (Enemies in the forest can see the surrounding area as if they were on top of the tower. As such, any such checks to surprise enemies in the forest are at -10. The enemies receive a +10 to any such checks. This lasts until the target leaves the forest.)

Eagle Eye

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Light Switch (CR 3)


 

The door is operated by a large switch.

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

Trigger touch; Reset none

Effect

The switch causes a cloud of iridescent particles to flow from the door. Light Switch (All mundane light sources, and any magical light sources of 2nd level or lower are extinguished. Additionally, creatures must make a DC 18 Fortitude Save or become fatigued); multiple targets (all targets within 10′)

Dust of Twilight

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Keep Going (CR 3)


 

The floor is 10 feet below the ledge.

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

Trigger touch; Reset none

Effect

The floor is trapped and is set off by weight landing on it. Keep Going (DC 18 Reflex Save or target falls into a 10′ pit created when landing on the floor, taking an additional 1d6 damage. It requires a DC 25 Climb check to get out of the pit. The pit lasts for 4 rounds, after which anyone in the pit rises back to the surface)

Create Pit

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Pure Water (CR 3)


 

Water drizzles into the open doorway.

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

Trigger proximity; Reset auto

Effect

The water causes the target to impart some amount of resistance to targets they touch. Pure Water (DC 18 Fortitude Save, or for the next 30 minutes, every time the target touches an opponent, either via a touch attack or melee strike, the target gains DR/5 against any damage effects that target alignment)

Corruption Resistance

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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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