CR4

Wrathful Light (CR 4)


 

Several torches flicker dimly here.

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

Trigger proximity; Reset none

Effect

The torches flicker, then go out, as the target’s own light source briefly flickers. Wrathful Light (For the next 5 minutes, all enemies that are within 30′ of the torch gain a +1 resistance bonus to saving throws. After 5 minutes, the light source goes out. Magical light sources re-light automatically 1 round later. When the light goes out, either after 5 minutes or by some other effect or action, the bonus effect ends, but everyone within 5 feet of the light source takes 2d8 force damage)

Wrathful Mantle

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Faith (CR 4)


 

The image of an unknown god is carved into the wooden door. It mocks you.

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

Trigger touch; Reset none

Effect

The idol blesses those of the same faith. Those of the same faith get a +2 deflection bonus to AC and a +2 resistance bonus to all saves. This lasts for 50 minutes. The party is not of the same faith, but all of their foes are.

Ward the Faithful

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Bolt Action (CR 4)


 

The door is locked from this side with a simple sliding bolt.

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

Trigger proximity; Reset none

Effect

The target shimmers momentarily after walking unlocking the door. Bolt Action (DC 19 Fortitude Save, or the next time the target is struck by an arrow, the arrow acts as if it is poisoned. The poison deals 1d3 Con damage for 6 rounds, but each round, the target may make a DC 19 Fortitude save to end the effect)

Venemous Bolt

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Backstabbed (CR 4)


 

A jeweled dagger sits in a display case.

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

Trigger touch; Reset auto

Effect

The knife is worth 500gp. Backstabbed (Until the knife is returned, whenever the target enters combat, the knife appears behind the target. For 5 rounds, when that target’s turn comes up, before they take any actions, the knife attacks the target with a +3 melee attack, as a standard dagger for 1d4 + 1d6 precision damage. This can be removed with a remove curse vs. CL 5)

Twilight Knife

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Travel Weary (CR 4)


 

Several travel strained cloaks hang on pegs in this mudroom.

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

Trigger location; Reset none

Effect

The cloaks rustle when the targets leave the room. Travel Weary (DC 19 Fortitude Save, or after 5 hours of travel, no matter what, the target becomes exhausted); multiple targets (all targets that leave room)

Tireless Pursuers

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Fife and Drum (CR 4)


 

A painting is at the end of the hall. It depicts a fife and drum corps.

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

Trigger proximity; Reset none

Effect

The fifers and drummers march off the painting as ghostly apparitions and begin to play. Fife and Drum (Target takes 5d8 sonic damage and is knocked prone. A DC 19 Fortitude save halves the damage and negates being knocked prone); multiple targets (all targets within 15′)

Thundering Drums

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Sandy Slope (CR 4)


 

The sandy floor of the cave slopes downwards into darkness.

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

Trigger location; Reset none

Effect

About halfway down the path, the slope increases, and the sand along the whole path begins to shift. Sandy Slope (DC 19 Reflex save or target is entangled for one round, and must make a new save if still in area of effect. Targets that are entangled that attempt to move must make a second reflex save or fall prone. Each round, the sand drags entangled or prone targets 10′ towards the bottom. Acrobatics checks have a -5 penalty, and the entire area is considered difficult terrain.This effect lasts for 5 rounds.); multiple targets (all targets on sandy floor).

Shifting Sand

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

You Thought Wrong (CR 4)


 

A bust of the thinking man sits before the fireplace.

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

Trigger location; Reset touch

Effect

The bust, if moved, rotates the fireplace, revealing a secret room. However, the bust is trapped. You Thought Wrong (DC 19 Will Save, or the next time the target engages in combat or an opposed skill check with another creature, the target will think he can detect the creature’s thoughts, gaining an advantage. In fact, the thoughts are wrong, and the target receives a -2 circumstance penalty for 5 minutes against that creature)

Seek Thoughts

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Armor All (CR 4)


 

Racks of armor line the walls.

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

Trigger touch; Reset none

Effect

The trap is triggered by touching any of the armor. Armor All (DC 19 Will save, or the next time the target makes an attack, the opponent gains a +1 enhancement bonus to AC and DR5/- for 5 minutes)

Sanctify Armor

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Drum Door (CR 4)


 

Small hand drums hang from the wooden door.

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

Trigger touch; Reset auto

Effect

The drums play when the door is opened. If the targets are attacked in the next room, at some point, the drums will quicken their pace for a round, then cease playing. When the playing stops, all opponents regain 2d6 hit points.

Reviving Finale

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.