CR4

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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Misty Corridors (CR 4)


 

Thick mist rises all around you.

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

Trigger proximity; Reset none

Effect

The mist obscures vision and sound past 5 feet. It also causes movement to be random. Each movement action has a 50% chance to go in a random direction (1d8). Also, while the mist is active (5 hours) no magical locating magic works to locate other creatures in the mist.

Nondetection

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Stoned (CR 4)



The stone walls are irregularly shaped.

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

Trigger proximity; Reset none

Effect

The wall wraps around the target, enveloping them. Stoned (DC 19 Fortitude save or target becomes paralyzed and encased in stone. After 50 minutes, the target is ejected, taking 56d damage. A DC 28 Perception check is required to detect the target in the stone.

Meld Into Stone

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Untrapped Chest (CR 4)



A simple wooden chest is here.

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

Trigger proximity; Reset none

Effect

If the chest is interacted with, a DC 19 Will Save must be made. If it fails, the chest appears to be trapped with a poison needle that requires a DC 19 Perception check to spot, but a DC 30 Disable Device check to disarm, with the target knowing whether or not it was successful. If opened, the chest appears to be empty. If the target fails the disable device check, and opens the chest anyway, they get a second Will Save with a +5 bonus to dispel the illusion, as the needle does no damage

Major Image

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Protection (CR 4)



A statue of a heavily armored warrior guards the door.

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

Trigger proximity; Reset none

Effect

If a target walks through the door, the statue touches the target. Protection (DC 19 Reflex Save or for the next 5 hours, whenever the target makes a successful melee attack, the opponent gains a +1 enhancement bonus to AC. This effect does not stack)

Magic Vestment

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Chest Bite (CR 4)



A locked chest is in the corner.

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

Trigger touch; Reset none

Effect

The inside of the chest lid is lined with teeth. They slam down. Chest Bite (+6 melee for 2d8 +2 damage. The attack is considered magic at +2)

Magic Fang

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Dangling Key (CR 4)



The door at the end of the room is locked, but a key dangles from the ceiling at the end of a wire.

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

Trigger touch; Reset none

Effect

If the key is touched, lightning travels down the wire and through the key. Dangling Key (7d6 electricity damage, DC 19 Reflex Save for half damage)

Lightning Bolt

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Arrow Traps (CR 4)



Beyond the arch is a hallway. Several holes are in the bricks of the walls. A quiver hangs right outside the arch, and contains 4 arrows.

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

Trigger proximity; Reset none

Effect

The hallway if full of arrow traps. Arrow trap (+6 ranged melee for 1d8 damage). However, if an arrow is not left as a tribute, each arrow fired from an arrow trap has a crit threat range of 19-20)

Keen Edge

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What Trap? (CR 4)



A small string hangs from the lock.

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

Trigger touch; Reset none

Effect

The string attaches to a small needle, and is a DC 15 Perception check and Disable Device check. The real trap, if not disarmed causes every trap and hazard in a 10′ sphere around the target to become invisible, adding +40 to the Perception DC check to find it. This lasts until the target is damaged by a trap or hazard.

Invisibility Sphere

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