CR4

No Camping (CR 4)


 

The wood here is very dry, and is covered in dry moss.

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

Trigger touch; Reset none

Effect

If the wood is burned, the trap is set off. No Camping (Once the wood starts burning, a barrier of light and fire 20′ in diameter around the fire is created. The fire becomes very smoky, and the smoke is contained inside the sphere. In 1d4+1 rounds, all inside the sphere start to suffocate. Anyone who leaves the sphere takes 1d6 damage, and is outlined by a faint light, enough to counter any concealment the target may get. This effect lasts for 10 hours)

Campfire Wall

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Misfortune Due (CR 4)


 

A small wooden chest, branded with question marks, sits in the corner.

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

Trigger touch; Reset none

Effect

The chest is locked. (DC 25 Disable Device). Misfortune Due (The next time the target makes a roll, target may reroll and must take 2nd result. Whether or not they reroll, target’s next 2 rolls must be rolled twice, and the lower result taken)

Borrow Fortune

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This Bark Has Bite (CR 4)


 

A gate opens up to a small forest path, tightly lines by trees.

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

Trigger touch; Reset 1 day

Effect

If the gate is opened, the trap is set off. This Bark Has Bite (The trees bark becomes enchanted. A target walking on the path must make a DC 19 Acrobatics check every time they move or take 2 bleed damage. Those not on the path moving through the area automatically take the damage)

Bloody Claws

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Horned In (CR 4)


 

The low ceiling is covered in netting.

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

Trigger proximity; Reset none

Effect

When a target enters the area, the trap is triggered. Horned In (DC 19 Fortitude Save or the target sprouts a large set of antlers for 5 minutes. While the antlers are in place, the target gets a +2 dodge bonus to attacks of opportunity, base speed increases by 20′, can move through any undergrowth at normal speed (and make a 5′ step), and can make an attack with the antlers against a successful attack of opportunity using highest BAB for 1d8 + Strength modifier. This attack has a crit range of 19-20/x2. However, the antlers stick in the ceiling. The target must make a DC 19 CMB check each time they make a movement or physical attack, or get stuck in the netting, requiring a DC 19 CMB or Escape artist check to escape as a standard action. While in the net, the target is considered to be grappled)

Aspect of the Stag

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Like It’s Not Hard Enough (CR 4)


 

A portcullis slams down in front of you.

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

Trigger touch; Reset none

Effect

The portcullis is easily lifted (DC 15 Strength check). The target is the one that touches the portcullis. Hard (The next harmful spell applied to the target gets a +1 bonus to it’s DC)

Arcane Concordance

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Waterfall (CR 4)


 

A dry lake bed is here, with a huge hole in the middle, as if something drained the lake.

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

Trigger proximity; Reset none

Effect

The trap is activated if a target gets within 30′ of the hole. Waterfall (A 10′ rolling sphere of water appears, scooping up the target and rolling into the hole. A DC 19 Reflex Save avoids the sphere of water, at which time it will move 30′ per round towards the next nearest target. If the target fails, it takes 2d6 nonlethal damage. Each round, the target takes 2d6 nonlethal damage and is subject to drowning. A new Reflex save may be made to escape to a random square next to the orb. Once engulfed, the sphere moves 30′ per round towards the hole. The Hole is 100′ feet deep, and the orb dispels 5′ from the bottom. The target takes 10d6 falling damage)

Aqueous Orb

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Mist Opportunity (CR 4)


 

The closet has a small, but intricate lock.

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

Trigger touch; Reset none

Effect

A small mister is embedded in the lock. Mist Opportunity (DC 19 Reflex Save or target will take twice the damage or double the duration of the next poison that he is exposed to in the next 5 hours, such as the poison from the needle in this lock…)

Amplify Elixir

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Loot Me (CR 4)


 

A weathered chest is half submerged in sand and tide pools.

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

Trigger touch; Reset auto

Effect

The chest has a modest amount of gold in it. Loot Me (DC 19 Fortitude Save or one object weighing less than 5 lbs carried by the target is absorbed into the chest. A DC 19 Perception check will reveal the loss of the object. A dispel magic vs. CL 5 will cause the item, along with 1d4+1 other items to appear, and will cause the chest to not function for 1 hour)

Absorbing Touch

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Singe Hinge (CR 4)


 

The wooden door is a little charred in spots.

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

Trigger touch; Reset repair

Effect

If the door is examined, a second DC 28 Perception check reveals a grate under it with some smoldering embers. Singe Hinge (When door is opened, a wall of wind blows upwards from the grate. DC 21 Reflex Save or take 2d6 fire damage. The wall lasts for 5 rounds, and requires a DC 10 Strength check or DC 20 CMD check to pass through. Those that pass through take 2d6 fire damage as well)

Wind Wall

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Sunken Chest (CR 4)


 

A small chest can be seen underwater.

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

Trigger touch; Reset auto

Effect

If a target tries to open the chest, they set off the trap. Sunken Chest (DC 19 Will Save or target gains the ability to walk on liquid, and is immediately propelled towards the surface at 60′ per round)

Water Walk

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