CR5

Confucious Say… (CR 5)



The table has a bowl of fortune cookies.

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

Trigger touch; Reset none

Effect

If any of the cookies are broken, the pieces scatter in a 15 ft radius. The fortune in the cookie cannot be read, except by magical means, like a comprehend languages. If read that way, it simply says, “Confucious say that you shouldn’t steal cookies” Confucious Say… (DC 21 Will Save or target is confused for 7 rounds); multiple targets (all targets in 15′ radius)

Confusion

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Autoforge (CR 5)



Several hammers are pounding away at nearly finished swords. The hammers are animated by themselves, there is no smith wielding them.

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

Trigger touch; Reset none

Effect

If any of the unfinished swords are touched, one of the hammers strikes down, releasing a blinding, multi-colored flash of light. Autoforge (3d8 damage and target is slowed for 1d6 rounds, DC 21 Will Save for half damage and negate slow effect) multiple targets (all non-chaotic targets within 20′ of primary target)

Chaos Hammer

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As You Were (CR 5)



You enter an empty dressing chamber, with mirrors and space to hang clothes.

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

Trigger proximity; Reset none

Effect

When the targets leave the room, any magical enhancements are negated. As You Were (All magical enhancements up to caster level 14 are negated); multiple targets (all targets within 30′)

Break Enchantment

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Disability (CR 5)



A locked golden door stands before you.

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

Trigger touch; Reset none

Effect

If the door is opened, the target is cursed. Disability (DC 21 Will Save or target is cursed. Each day, a random ability suffers a -6 decrease for 24 hours.)

Bestow Curse

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A Fish Out of Water (CR 5)



A large, dry fountain is in the center of the room. A few gold coins are in the fountain.

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

Trigger proximity; Reset none

Effect

Anyone who disturbs the coins is turned into a goldfish. Fish (DC 21 Will Save or target is turned into a goldfish for 7 minutes. Upon transformation, target immediately begins to suffocate, unless placed in fresh water)

Beast Shape

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Catch Me If You Can (CR 5)



A deep pit is here, filled with moving vines.

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

Trigger proximity; Reset none

Effect

If investigated, the plants will assist anyone climbing or jumping, enabling them to reach the bottom without incident. However, about halfway down, an antiplant shell is triggered, causing the plants to withdraw and drop the target. Catch Me (DC 21 Reflex Save or target falls, taking 6d6 damage. Each round, the target must make a DC 21 CMB check or be forced from the plants, falling the rest of the way)

Antiplant Shell

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Air Stairs (CR 5)



An ethereal stairway heads up.

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

Trigger location; Reset none

Effect

Once the stairs are mounted, the targets begin to walk on air. Ascending the stairs is like climbing a steep hill. When the target is 100 ft up, he reaches a 30′ square platform with a chest. If the chest is disturbed, a wind blows, blowing the target 10′ towards the nearest edge at the end of the round. This effect lasts until the target leaves the platform, or a total of 7 minutes since ascending the stairs has passed. The walking on air effect is not present if the 7 minutes passes, or the target leaves the stairs or platform. At that point, the target immediately falls to the ground.

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Dimension Stairway (CR 5)



A wide staircase leads downward.

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

Trigger location; Reset none

Effect

About 1/3 of the way down, a dimension door teleports the target back to the 2nd stair. Dimension Stairway (DC 21 Will Save or target is teleported back to 2nd stair and must make a DC 21 Reflex Save or fall, taking 3d6 damage. If the target is moving faster than normal speed, there is a -5 penalty to the Reflex Save)

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Tilting Hallway (CR 5)



The sides of this hallway are covered in hooked, barbed spikes.

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

Trigger touch; Reset none

Effect

When the far door is opened, the hallway, hinged at the door, falls, turning into a vertical shaft. Hallway (DC 22 Reflex Save or fall. Falling characters may hit the spikes. For every 10′ fallen, make a +8 melee vs. AC. On a successful hit, the spike does 1d6 damage and 1 bleed damage. If struck, spike makes a +18 vs. CMD. If successful, target is grappled and left hanging, requiring a CMB check with a DC of 28 to free oneself. The hallway is 60′ long); multiple targets (all targets in hallway)

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Chest of Fireworks (CR 5)



A chest sits in the corner.

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

Trigger touch; Reset none

Effect

When the chest is opened, the explosives inside ignite, creating a fantastic show. Fireworks (10d6 damage, and target is blinded for 1d4 rounds, DC 19 Reflex Save for half damage and negate blindness); multiple targets (all targets within 30′)

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