CR4

High Five (CR 4)


 

A statue of a cleric stands guard by the door. As you approach, he raises his arm, palm towards you.

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

Trigger proximity; Reset auto

Effect

When the palm is out, the target must give the statue a high five as they pass, or be blasted by light. High Five (+6 ranged touch for 2d8 damage)

Searing Light

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Say What? (CR 4)


 

The party enters a large, quiet library.

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

Trigger proximity; Reset none

Effect

If any of the targets speak or make noise, a loud shushing sound comes from above. Say What (DC 19 Will Save or targets’ voices are changed to muted, unintelligible whispers for 5 hours. This prevents any spellcasting with a vocal component, including command word activated magic items.); multiple targets (up to 5 targets in library)

Sculpt Sound

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I Feel Better? (CR 4)


 

Green spores float everywhere here, but are not present beyond the door.

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

Trigger proximity; Reset none

Effect

The area is actually filled with smaller toxic spores and these bigger green spores. When the bigger green spores infect the target (DC 30 Fortitude Save) the target takes 1d2 Con damage, but becomes immune to the smaller spores. The smaller spores (DC 30 Fortitude Save) cause the target to lose 1 Con each hour until cured, and also gain the fatigued condition. When the targets go through one of the doors, the trap is set. I Feel Better? (DC 14 Fortitude Save or target is cured of a single infection. If it’s the green spore infection, the target must immediately check to see if they are infected by the smaller spores; otherwise, the smaller spore infection is cured)

Remove Disease

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Remove Cursing (CR 4)


 

The fountain promises to cleanse of any maladies.

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

Trigger touch; Reset none

Effect

If the target partakes of the water of makes an offering, all curses on him are removed, with a side effect. From now on, whenever the target curses, he takes a -4 penalty on attack rolls, saves, ability checks, and skill checks. This can only be removed with a dispel magic vs. CL 5)

Remove Curse

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Indiana Jones and The Disco Ball of Doom (CR 4)


 

The pathway leads upwards, and a faceted crystal ball hangs from the ceiling.

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

Trigger proximity; Reset none

Effect

After the last target passes the ball, a large boulder 60′ ahead of the party rolls towards them. Disco Ball (+6 ranged touch attack to cause target to make a DC 15 Fortitude Save or become exhausted. On a successful save, target is fatigued. The ball fires at a target once per round. The boulder rolls at 45′ per round, and those hit by the boulder take 6d6 points of damage and are knocked prone, A DC 15 Reflex save halves the damage and target is not knocked prone); multiple targets (all targets within 35′)

Ray of Exhaustion

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Rage Against the Machine (CR 4)


 

A strange contraption is at the far end of the hall. It starts to whirr…

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

Trigger proximity; Reset none

Effect

The device is 100′ away and looks like a crossbow, with large wheels on on top of it, parallel to the ground. It fires a single bolt on each of the PC’s turns at that PC. Each PC must also make a DC 15 Will Save or become enraged, gaining a +2 morale bonus to Strength and Constitution, and a +1 morale bonus to Will Saves. However, they get a -2 penalty to AC. The bolts are +8 ranged melee for 1d10 damage. The rage and shooting lasts for 5 rounds.

Rage

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Dark (CR 4)


 

The rooms in this dungeon are well lit with torches.

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

Trigger proximity; Reset none

Effect

During combat, the torches will be suddenly extinguished. Dark (Area is plunged into darkness, as all fire-based light sources are extinguished. Magical sources get a DC 14 Will Save)

Quench

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Don’t Say A Prayer For Me Now (CR 4)


 

It seems a small shrine to one of your gods has been built here.

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

Trigger proximity; Reset none

Effect

If the target interacts with the shrine at all, it will seem that they have been blessed. However, the next time the target is in combat, foes will receive a +1 luck bonus on attack rolls, weapon damage rolls, saves, and skill checks, while the target and each of his allies takes a –1 penalty on such rolls.

However, the next morning, the effects reverse.

Both effects last for the duration of the combat.

Prayer

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Ivy Wall (CR 4)


 

Ivy grows up a brick wall, making it easy to climb.

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

Trigger proximity; Reset none

Effect

About halfway up, the plants suddenly grow very large, entangling the target. Ivy Wall (DC 19 Reflex Save or target is entangled, and must make a DC 19 Strength check or Escape Artist check to move. Once freed, the target must either hack away, requiring 1 minute for every 5 feet of movement, or make a DC 19 CMB check to move 5 feet. If the target moves 10 feet outwards, they will be on the outside, and can climb as normal, with a +5 bonus to original climb check)

Plant Growth

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Horsing Around (CR 4)


 

The curio cabinet contains many jeweled horse figurines.

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

Trigger touch; Reset none

Effect

If any of the figurines are removed, a horse will appear to bother the target. Horse (For the next 5 hours, every time the target make a skill check, attack roll, Reflex Save or concentration check, a large shadowy horse will try to run down the target. The horse attacks at +7 CMB. A successful attack means that whatever the target was attempting automatically fails. Otherwise the target simply takes a -4 penalty to the roll)

Phantom Steed

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