CR4

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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Empty Water Bowl (CR 4)


 

An empty water bowl sits on the ground in front of the door.

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

Trigger proximity; Reset none

Effect

Several pitchers of fresh water sit on a shelf near the water bowl. If the water bowl is left empty, the trap is sprung. Empty Water Bowl (DC 19 Will save or target becomes cursed. All animals have an initial attitude of hostile towards the target. Animal companions do not become hostile, but take a -2 penalty on all attack rolls, skill checks, and saving throws as long as they are cursed. This is permanent, but can be removed with break enchantment, limited wish, miracle, remove curse or wish and is CL 5); multiple targets (all targets that pass empty bowl)

Nature’s Exile

 

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Long Night (CR 4)


 

Several doors are in this room.

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

Trigger touch; Reset none

Effect

Each door opens up into a linen closet that contains bedding. If the door is opened, the target may make a DC 19 Reflex Save to keep the bedding from falling out. If the bedding falls out, the trap is sprung. Long Night (DC 19 Will Save, or the next the the targets rests, it will take 8 hours of rest to equal 2 hours of rest. So, in order to get the benefits of 8 hours of sleep, it will take 32 hours); multiple targets (all targets within 30′)

Nap Stack

 

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I Won’t if You Won’t (CR 4)


 

Several books lie on the the workbench.

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

Trigger touch; Reset none

Effect

Each of the books bears the same mark on the cover. I Won’t if You Won’t (Target the opens book is magically branded, with a brand that matches the book’s owner. When the target and owner meet, they must make a DC 19 Will Save each round in order to attack each other. If it fails, the action is lost. This applies only to direct, targeted attacks, and not AoE attacks. This effect lasts for 5 rounds after the encounter starts.)

Marks of Forbiddance

 

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Lily Followers (CR 4)


 

Even though the water looks a bit swift, the river seems crossable.

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

Trigger proximity; Reset none

Effect

The river is fairly easy to cross. It requires a DC 10 Athletics check for a medium sized creature. Add or subtract 2 to the DC for every size step above or below medium. Movement speed is 1/4 normal. However, about halfway across, lily pads appear behind the target. These pads can be used by anyone but the target(s) by making a DC 10 Acrobatics check to move 1/2 speed, or a DC 15 Acrobatics check to move full speed. Should a target attempt to get onto a lily pad, they will slide off, and be unable to use it)

Lily Pad Stride

 

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All The World is a Stage (CR 4)


 

A stage is set above the ground. In front of it is a deep pit. A jester’s mask lies on this side, in front of the pit.

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

Trigger proximity; Reset auto

Effect

If the mask is touched, it cracks a smile and insults the target. All the World is a Stage (DC 19 Will Save or target is teleported to the center of the stage. The pit is 60 feet deep and 20 feet across, and is the only way to leave the stage)

Jester’s Jaunt

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Favor of the Gods (CR 4)


 

A statue of a forgotten god stands before the temple. An inscription reads, “Give and you shall be favored”. A pool, full of coins and baubles is at the statue’s feet.

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

Trigger proximity; Reset auto

Effect

Anyone who passes in and contributes anything is “favored” by the god. Favor of the Gods (While inside the temple, all opponents treat the target as if they were a favored enemy); multiple targets (all targets making an offering)

Instant Enemy

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Spiral Staircase (CR 4)


 

A spiral staircase made of wood runs the height of the tower, which is otherwise open inside.

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

Trigger proximity; Reset none

Effect

When a target reaches the halfway point, a strong jet of water fires from the wall of the tower. Spiral Staircase (+7 CMB bull rush attack. If the attack succeeds, the target is knocked from staircase and falls 30 feet, taking 3d6 damage. Also, the stream is has a +7 strength check vs. the staircase, which has a Break DC of 18. If it succeeds, the staircase is broken and collapses. Those on the staircase fall and take damage)

Hydraulic Torrent

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Whisper (CR 4)


 

Faint whispers can be heard from the room ahead.

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

Trigger proximity; Reset none

Effect

Several marble statues of various gods adorn the walls. Each one whispers towards the party. Whisper (DC 19 Fortitude save or target hears the whisper and becomes sickened for 5 rounds. Enemies within 5 feet of the target gain a +2 sacred or profane bonus on attack and damage rolls for 1 round); multiple targets (all targets within 30′ of a statue)

Holy Whisper

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