CR5

Don’t Make Us Angry (CR 5)


 

The door is flanked by two sets of shelves, all holding porcelain figurines.

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

Trigger touch; Reset none

Effect

Unless a DC 21 Acrobatics check is made while opening the door, the vibration will cause the shelves to shake, dumping the figurines onto the ground, breaking them all, which triggers the trap. If the figurines are examined (subject to the above Acrobatics check if touched) the target will notice that some of the figurines look like the party. Don’t Make Us Angry (DC 21 Will Save, or during the next combat, all opponents will receive a +2 morale bonus on attack rolls and weapon damage rolls. Additionally, the targets receive a +2 morale bonus on caster level checks to overcome spell resistance against the targets. This effect lasts for 7 minutes, or until the combat is completed.); multiple targets (all targets within 30′ of broken figurines)

Shared Wrath

 

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Familiar Sense (CR 5)


 

A few jeweled scarabs are scattered about.

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

Trigger touch; Reset none

Effect

The scarabs are worth a pretty penny. Familiar Sense (Each scarab acts as a scrying device for 7 minutes, and they activate serially. The owner of the scarabs is able to transmit, one sense at a time anything that it can see, hear or smell)

Share Senses

 

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Shadow Door (CR 5)


 

As a result of the flickering light, shadows lurk about the door.

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

Trigger location; Reset touch

Effect

The door opens easily. Shadow Door (DC 21 Fortitude Save or target no longer casts a shadow. Instead, a shadowy apparition that had all the attributes of a shadow, except for HP and hit dice – these are instead the target’s original. The shadow attacks. When killed, the target drops immediately to -1 HP and begins dying)

Shadow Projection

 

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Banner Hall (CR 5)


 

This narrow corridor is filled with limp banners on either side, and ends in a magnificent door, with a bas-relief face with pursed lips, as if he is blowing out air.

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

Trigger touch; Reset auto

Effect

A DC 25 Perception check will allow the target to notice that all of the banners are slightly weighted on the ends by a small metal barb. If they banners are physically inspected, no check is required. When an attempt to open the door happens, the face blows air, causing the banners to whip in a frenzy. Banner Hall (For 7 rounds, a strong wind blows from the door to the entry of the hall. Those in the wind take 4d6 nonlethal damage and are knocked prone. A DC 21 Fortitude save halves the damage and the targets are not knocked prone. Any target that begins its turn in the wind must also make a DC 21 Fortitude save or be pushed 20 feet, take 2d6 nonlethal damage and be knocked prone. A successful save reduced this to only 1d6 nonlethal damage. The whipping flags cause targets to take a -2 penalty to saves. If the barbs exist, each target also takes 1d6 bleed damage every time they are pushed. Freedom of movement negates the effects.) multiple targets (all targets in corridor)

River of Wind

 

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Sleep Now (CR 5)


 

Several sarcophagi form a line in this room.

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

Trigger touch; Reset none

Effect

All of the sarcophagi are dusty and empty; they can easily be opened. Sleep Now (If target dies, anyone trying to interact with its spirit, such as bringing back to life, speak with dead, etc, must make a CL check of 18 or the attempt will fail. Only remove curse or break enchantment can remove the effect permanently.)

Rest Eternal

 

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Resounding Blowback (CR 5)


 

Although marked and damaged, the wooden door still looks very sturdy.

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

Trigger touch; Reset auto

Effect

This door is locked and stuck. It requires a DC 30 Disable Device check to unlock. Even after unlocking, the door will not open unless forced. The door has Hardness 5, 20 HP and a DC 23 Break check to open. If it is struck with an item of body, it fights back. Resounding Blowback (On a successful hit, the target takes 1d6 sonic damage, and must make a DC 21 Fortitude Save or be staggered for one round. On a miss, the target takes the above damage and is stunned for 1 round and deafened for 1d6 rounds)

Resounding Blow

 

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Put Your Money Where The Mouth Is (CR 5)


 

A mouth is carved into the stone door.

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

Trigger proximity; Reset none

Effect

The mouth begins asking the target for money. Put Your Money Where the Mouth Is (If the target does put the asked amount of money into the mouth, 1d100 gp, the mouth begins to hurl insults at the target. Target takes 3d8 points of damage and is staggered for 1 round. A DC 21 Fortitude save halves the damage and negates the staggered effect. Half of the damage taken in sonic damage, and may be reduced by resistance.); multiple targets (all targets within 20′)

Rebuke

 

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Calling Card (CR 5)


 

Several small cards are in an open box that is on the door.

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

Trigger touch; Reset auto

Effect

The cards appear to be not only calling cards, but also have phrases on them like, “Exchange for a free reading”, or “Exchange for free healing”. Calling Card (For each card the target has, whenever the card’s owner summons an eidolon, the card is consumed, and the eidolon comes in at full health, and with no temporary negative conditions.)

Purified Calling

 

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Cathedral (CR 5)


 

The nave of this cathedral is magnificent.

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

Trigger location; Reset none

Effect

The opponents in this cathedral receive a +5 profane bonus to AC and saving throws, and DR 10/good vs. any target that they do not attack. Once they attack a target, the bonuses against that target go away.

Oath of Peace

 

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Temple of the Moon (CR 5)


 

Lunar symbols and treasures abound.

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

Trigger touch; Reset none

Effect

The trap is sprung if anything is disturbed. Temple of the Moon (DC 21 Will Save or target is dazed for 1 round while it drops everything and nails and teeth elongate. Then, for 7 rounds, the target acts as if under rage and confusion, attacking with its natural weapons. 2 claw attacks at 1d4 damage and 1 bite attack at 1d6, using BAB.)

Moonstruck

 

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