CR4

The Best Laid Plans (CR 4)



There is a hidden entrance under a pile of leaves.

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

Trigger touch; Reset none

Effect

Anyone who opens the entrance becomes linked, enabling the owner to hear everything they say. Plans (Target and those around can be heard for 5 hours. The listener gets a +2 circumstance bonus to any skill checks, saves or attack rolls when encountered.

Clairaudience/Clairvoyance

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Lightning Ladder (CR 4)



A shaft leads upwards, with metal rungs on one side forming a ladder.

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

Trigger touch; Reset none

Effect

The shaft is 30′ high. When a target gets to the top and opens the grate, a bolt of lightning shoots down the shaft. Lightning (3d6 damage, DC 19 Reflex Save for half damage); multiple targets (all targets in 30′ vertical line)

Call Lightning

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Don’t Blink (CR 4)



A flash of light fills the room as you strike the opponent.

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

Trigger proximity; Reset none

Effect

The target is affected by some of the qualities of the blink spell. (DC 19 Will Save or the following effects happen on the target, the target gains a 20% miss chance on attacks, and healing spells have a 50% miss chance)

Blink

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Rats! (CR 4)



Piles of tiny bones lie around a golden idol.

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

Trigger touch; Reset none

Effect

If the idol is touched, the skeletons, which are rats, animate, essentially becoming 6 undead rat swarms. These are like a normal rat swarm, but with the same undead qualities as skeletons.

Animate Dead

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Diseased Lock (CR 4)



The lock on the door is well constructed.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger touch; Reset none

Effect

A small bladder inside the lock ruptures, leaking a black slime. Lock (DC 16 Reflex Save or come into contact with Shakes disease)

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Tetris Slide (CR 4)



A metal slide leads downwards into darkness.

Type: mechanical; Perception DC 34; Disable Device DC 19

Trigger location; Reset auto

Effect

Further down, there are several bricks that jut out from the ceiling with small, sharp spikes. The first spike is a straight out attack, and after that an option is to make a reflex save. First Spike (DC 18 Reflex Save, if target can see, or else +8 melee attack for 1d6+1 damage); Second Spike (DC 18 Reflex Save, if target can see, or DC 23 Reflex Save, or +8 melee attack for 1d6+1 damage) There are 10d4 bricks on the way down.

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Jeweled Knife (CR 4)



Several jeweled weapons are in the display case.

Type: magical; Perception DC 29; Disable Device DC 29

Trigger touch; Reset none

Effect

If any of the items are touched, several of the knives animate and attack. Knives (+8 melee for 1d4+1 damage. 1d8+4 knives will attack)

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Boar’s Head (CR 4)



A boar’s head hangs on the wall, with gold in it’s mouth.

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

Trigger touch; Reset none

Effect

Anyone who touches the boar’s head becomes inimical to the natural world. Boar’s Head (DC 19 Will Save or target gains a permanent -10 to Survival checks)

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Absorbing Glove (CR 4)



A mail glove adorns a marble hand on the table.

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

Trigger touch; Reset none

Effect

If the glove is touched, it absorbs up to 50gp from the target. Absorbing Glove (DC 18 Fortitude save or target loses up to 50gp of coins, that become absorbed by the glove, permanently lost)

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Fancy Door (CR 4)



The door before you is delicate, and decorated with intricate filigree and carvings.

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

Trigger touch; Reset none

Effect

If the door is broken, it damages the target. Fancy Door (DC 19 Fortitude save or target is wracked with pains, and suffers a -4 penalty on attack rolls, skill checks, and ability checks for 5 rounds, or 1 round if save if successful)

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