CR4

Rats! (CR 4)



Piles of tiny bones lie around a golden idol.

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

Trigger touch; Reset none

Effect

If the idol is touched, the skeletons, which are rats, animate, essentially becoming 6 undead rat swarms. These are like a normal rat swarm, but with the same undead qualities as skeletons.

Animate Dead

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Diseased Lock (CR 4)



The lock on the door is well constructed.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger touch; Reset none

Effect

A small bladder inside the lock ruptures, leaking a black slime. Lock (DC 16 Reflex Save or come into contact with Shakes disease)

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Tetris Slide (CR 4)



A metal slide leads downwards into darkness.

Type: mechanical; Perception DC 34; Disable Device DC 19

Trigger location; Reset auto

Effect

Further down, there are several bricks that jut out from the ceiling with small, sharp spikes. The first spike is a straight out attack, and after that an option is to make a reflex save. First Spike (DC 18 Reflex Save, if target can see, or else +8 melee attack for 1d6+1 damage); Second Spike (DC 18 Reflex Save, if target can see, or DC 23 Reflex Save, or +8 melee attack for 1d6+1 damage) There are 10d4 bricks on the way down.

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Jeweled Knife (CR 4)



Several jeweled weapons are in the display case.

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

Trigger touch; Reset none

Effect

If any of the items are touched, several of the knives animate and attack. Knives (+8 melee for 1d4+1 damage. 1d8+4 knives will attack)

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Boar’s Head (CR 4)



A boar’s head hangs on the wall, with gold in it’s mouth.

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

Trigger touch; Reset none

Effect

Anyone who touches the boar’s head becomes inimical to the natural world. Boar’s Head (DC 19 Will Save or target gains a permanent -10 to Survival checks)

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Absorbing Glove (CR 4)



A mail glove adorns a marble hand on the table.

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

Trigger touch; Reset none

Effect

If the glove is touched, it absorbs up to 50gp from the target. Absorbing Glove (DC 18 Fortitude save or target loses up to 50gp of coins, that become absorbed by the glove, permanently lost)

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Fancy Door (CR 4)



The door before you is delicate, and decorated with intricate filigree and carvings.

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

Trigger touch; Reset none

Effect

If the door is broken, it damages the target. Fancy Door (DC 19 Fortitude save or target is wracked with pains, and suffers a -4 penalty on attack rolls, skill checks, and ability checks for 5 rounds, or 1 round if save if successful)

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GDAE Suspension Bridge (CR 4)



The suspension bridge has 4 long strings running down the length of it, each of a slightly thicker diameter.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger proximity; Reset repair

Effect

On the far side of the bridge are 4 small hammers positioned above the strings. When a target gets close, the hammers, one by one, begin to strike the strings, causing them to emit a loud noise and vibrate. Bridge (DC 14 Fortitude Save or take 1d6 sonic damage, each successive round, another hammer joins in, increasing damage by 1d6 and the DC of the Save by 2. Also, target must make a DC 12 Reflex Save or fall from bridge; the DC of this check also increases by 2 each round. After 4 rounds, the hammers stop); multiple targets (all targets on bridge)

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Slide and Hoop (CR 4)



 A dark hole is in the wall.

Type: mechanical; Perception DC 22; Disable Device DC 22

Trigger proximity; Reset repair

Effect

The floor falls out from beneath the hole, exposing a metal slide. At the bottom is an iron hoop. Slide and Hoop (DC 21 Reflex Save or character slides down slide. A 2nd Reflex Save of DC 21 should be made to avoid falling while sliding, if it fails, the target takes 3d6 damage from hitting the hoop. If it succeeds, the target must make a third DC 21 Reflex Save to avoid the hoop, failing caused 1d6 non lethal damage, cause the target to be knocked prone, and causes 2 Dexterity damage)

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Hook Charge (CR 4)



A wall of polearms is arrayed, points out, at the back of the room, separated by a deep chasm.

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

Trigger proximity; Reset none

Effect

The target is pulled into the polearms. Hook Charge (+5 vs. touch AC or target  that is within 30′ is pulled into the polearms as if he was charging, taking 6d6 damage from the polearms. The hook charge pulls the target over the chasm)

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