CR4

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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Walk on the Left Side (CR 4)



A bridge crosses a deep ravine. A sign is before the bridge.

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

Trigger proximity; Reset auto

Effect

The bridge is weakened on the right side. Anyone crossing causes the bottom to collapse, dumping them in the ravine. Walk on the Left Side (DC 21 Will Save or targets reads the sign as saying to “Walk on the Right Side” and it has the force of a suggestion, a successful save causes the target to look away and not read the sign. Those that cross the bridge on the right side must make a DC 21 Reflex save or fall, taking 10d6 damage)

Illusory Script

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Handy Helper (CR 4)



There are three doors here.

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

Trigger touch; Reset none

Effect

If any of the doors are opened, a ghostly hand appears in front of the target, beckoning it to follow. Hand (Hand lasts for 5 hours. While the hand exists, it is always in front of the target’s face. This causes the target to gain the dazzled condition)

Helping Hand

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Sanctuary of the Anti-Paladin (CR 4)



Religious symbols cover the walls, and a large marble statue of a horse sits in the middle of a fountain.

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

Trigger proximity; Reset none

Effect

Whenever a healing spell is cast, the caster must make a concentration check, or the spell is instead channeled to the horse. The DC of the check is DC 13 + spell level.

Heal Mount

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Haste Makes Waste (CR 4)



A large chest is in the middle of this room.

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

Trigger touch; Reset none

Effect

The target is hasted while opening the chest. On top of the chest are several vials of oily liquid. Haste (DC 19 Fortitude save or target is hasted for 5 rounds. A DC 19 Alchemy check will reveal that the liquid in these potions is unstable and must be handled carefully. If stated, the target may removed them slowly, however, while hasted, target must make a DC 19 Dexterity Save while lifting out the 2d4+4 vials of oily liquid. If the save fails, they were removed too quickly, causing them to explode. The explosion deals 6d6 fire damage, DC 19 Reflex Save for half damage); multiple targets (all targets within 30′).

Haste

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Undead Sentries (CR 4)



The wide avenue is patrolled by what looks like several undead. A large statue of an undead knight is on the left side of the path.

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

Trigger proximity; Reset none

Effect

The statue of the knight can be used to disarm this trap. Each person in the party must greet and bow to it. The undead will continue patrolling but will not bother the party. Otherwise, the undead stop, blocking the way, and must be defeated in order to pass.

Halt Undead

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Hope Chest (CR 4)



A wooden chest is in this room.

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

Trigger touch; Reset none

Effect

If the chest is opened, it begins to sing loudly, which not only alerts the guards, but gives them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls.

Good Hope

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Dead Again (CR 4)



Is that body part moving?

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

Trigger proximity; Reset none

Effect

When a creature is slain by the target, a hand, foot whatever gets stuck in the target’s equipment and does not decay. It will come to life later at an inopportune time to attack the target. Until then, it does not decay.

Gentle Repose

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