CR4

Image Conscious (CR 4)


 

A large wall mirror is on the back wall of the entrance.

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

Trigger proximity; Reset none

Effect

When the target enters the room, he sees a blurry reflection in the mirror, that fades when he gets closer. Image Conscious (DC 19 Fortitude Save or a piece of the targets equipment, shields and armors are preferred, suddenly bears a likeness of a gruff old man. While in the area, the image will speak, yell, make noise or otherwise draw attention at inopportune moments. When the target leaves the building or complex, the image fades away)

Enter Image

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Elementary (CR 4)


 

The door is locked, the knob looks to be able to be turned to 4 different positions. Each position has a symbol next to it. These symbols also litter the floor.

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

Trigger touch; Reset none

Effect

Turning the knob to one of the symbols unlocks the door, and also activates the trap. Elementary (Target takes 2d6 energy damage, either acid, cold, electricity or fire, depending on which symbol the knob was turned to. They also take the following effect – acid: target takes 1 point of ongoing acid damage per round for 1 round and are sickened for 1 round; Cold – target is fatigued; electricity – target is staggered for one round; Fire – target catches on fire. A DC 19 Reflex save halves the damage and negates the additional effect); multiple targets (all targets within 5′ of a floor symbol)

Elemental Aura

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Energy Chest (CR 4)


 

A metal chest shaped like a dragon dominates the back wall.

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

Trigger touch; Reset none

Effect

The chest protects the denizens of the dungeon. Each time one of the denizens takes energy damage (acid, cold, electricity of fire) that damage is absorbed into the chest up to 60 points. After 60 points is absorbed, the denizens no longer have any protection. Energy Chest (+5 touch attack for an amount of energy damage equal to what is stored in chest, broken up by type)

Draconic Reservoir

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Helping Hand (CR 4)


 

A statue of an unknown god poses before the shrine, with its hand reaching out, palm up, holding a few coins.

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

Trigger location; Reset none

Effect

If the coins are disturbed or an offering not given, each target that passes the shrine is affected. Helping Hand (DC 18 Fortitude Save, or for the next 5 rounds, anytime the target succeeds on a physical melee or touch attack, the targets transfers a number of hit points to the opponent up to the target’s Constitution score. The opponent can not have more hit points than his maximum. Additionally, the opponent gains DR5/target); multiple targets (all targets passing shrine)

Divine Transfer

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We Don’t Serve Their Kind Here (CR 4)


 

The front of this castle appears to be an inn or tavern.

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

Trigger location; Reset none

Effect

The trap is triggered by entering the Inn. We Don’t Serve Their Kind Here (DC 19 Will Save or eidolon loses on evolution while in the inn, plus 5 rounds after leaving. The highest cost evolution is lost, and any evolutions or abilities that require the lost evolution are also lost); multiple targets (all eidolons entering area)

Devolution

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Sword Bar (CR 4)


 

A ceremonial sword has been placed through both door handles, providing an impromptu door bar.

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

Trigger touch; Reset none

Effect

The trap is triggered when the sword is removed to open the door. The sword itself is worthless for combat, but worth at least 1,000gp. Sword Bar (DC 19 Will Save, the next time the target strikes an opponent in melee or ranged combat, that opponent receives DR5 against the target for 5 minutes)

Defile Armor

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Fill the Wineskins (CR 4)


 

An oasis can be seen on the horizon.

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

Trigger ingest; Reset none

Effect

The water in this oasis is cursed. Fill the Wineskins (If the water is ingested, the target must make a DC 19 Fortitude save or begin to dehydrate. The target cannot take more nonlethal damage that they have hit points. No amount of drinking can quench this thirst. This effect can only be removed with a break enchantment, limited wish, miracle, remove curse or wish. However the effects must be healed by normal means.)

Cup of Dust

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Dungeon of Mirrors (CR 4)


 

Mirrors are everywhere, they are on the walls, ceiling, doors…

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

Trigger visual; Reset auto

Effect

The mirrors cause the enemies to be able to use any teamwork feat that the target(s) have. For example, if the target has the Outflank feat, and is in a position that would flank one of the enemy’s opponents (ignoring friend/foe), then not only would the target get flank, they would also get the bonus of the Outflank feat.

Coordinated Effort

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Wind Door (CR 4)


 

A slight breeze blows through the wooden door.

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

Trigger touch; Reset 1 day

Effect

If the door is touched, winds swirl violently around it. Wind Door (DC 19 Fortitude Save or target is knocked prone and pushed back against the wall, taking 3d6 points of nonlethal damage plus 1d6 lethal damage. A target that suceeds on the saving throw may interact with the door to open it, but takes a -10 penalty to any check. The wind lasts for 5 minutes)

Cloak of Winds

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Casting Chest (CR 4)


 

An ebony chest, with silver filigree, sits on a velvet pad.

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

Trigger touch; Reset none

Effect

Arcane energy flares from the chest if opened. Casting Chest (+4 melee touh attack for 2d8+5 damage, plus any single enchantment spell on the target is dispelled, with the dispel check being a 15. A DC 21 Will Save halves the damage)

Cast Out

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