CR4

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

 

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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

 

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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

 

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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

 

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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

 

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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

 

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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

 

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Monologue (CR 4)


 

A statue bars the way to the door. It begins to speak.

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

Trigger touch; Reset auto

Effect

The statue monologues for 2d4 + 4 minutes. During this time, it blocks any attempt to go through the door. If the statue is touched or attacked. It stops monologuing and says “PahLease do not interrupt me!”. Once done, the status moves aside, allowing access. Monologue (DC 21 Fortitude Save or the target is wracked with shooting pains that impose a -4 penalty on attack rolls, skill checks and ability checks. This lasts for 7 rounds after the statue stops); multiple targets (any target that touches or attacks the statue)

Retribution

 

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Soothing Chimes (CR 4)


 

Wind chimes hang from the ceiling, almost motionless in the still air.

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

Trigger proximity; Reset auto

Effect

The wind chimes softly chime whenever they are passed, moved by the slight breeze created. Soothing Chimes (Every time a target performs a move action that takes them within 5 feet of a chime at any time during the move action, the chime sounds. The sound of the chime removes any cowering, dazzled, exhausted, paralyzed, shaken or stunned condition from a random opponent within 35 feet)

Purging Finale

 

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Life is Pain (CR 4)


 

The doorpull is in the shape of an extended hand.

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

Trigger touch; Reset none

Effect

The hand shocks the target. Life is Pain (DC 19 Fortitude Save or the target takes 1d6 points of nonlethal damage per round for the next 5 rounds. Also, any Intimidate checks against the target are at +5 for the duration of the effect)

Pain Strike

 

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