CR6

Standing on Unhallowed Ground (CR 6)


 

A statue of an evil looking god stands guard outside the chamber. An offering plate sits at its feet, with a few coins in it.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If the target enters the room without making a 1gp or greater offering to the god, the targets are sent to another plane, and into an unhallowed area. The unhallowed area has a protection from good effect turned inward, that is, good creatures may not leave the area. Additionally, a dispel magic at CL 11 is in effect in the area. Just outside the circle is a portal to return home. The effect lasts for 1 year. A DC 22 Will Save negates the teleport effect.

Unhallow

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Slippery Slope (CR 6)


 

The stone face is steep, but easily climbed.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

About halfway up the stone face turns to mud. Slippery Slope (DC of Climb checks are increased by 15 in a 40′ diameter. Also, the mud flows down the hill, dragging the target 10′ down per round); multiple targets (all targets within 40′)

Transmute Rock to Mud

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A Rock and a Hard Place (CR 6)


 

The ground here is made of deep mud.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

The mud is 1 foot deep. The area is difficult terrain. Rock (DC 22 Reflex Save or target is trapped in 1 feet of solid stone. Target gains the pinned condition until he is freed. The stone has hardness 8 and 90 HP.); multiple targets (all targets in mud)

Transmute Mud to Rock

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Speak Easy (CR 6)


 

Several books, all in different languages lie on bookshelves and a desk.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

If any of the magic books are disturbed, the trap goes off. Speak Easy (DC 22 Will Save or whenever target speaks, no matter the language, everyone that can hear understands. This is a permanent effect, and can only be removed with dispel magic or the like at CL 9)

Tongues

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Two With One Trap (CR 6)


 

A narrow bridge spans the deep chasm. The bridge is broken in the middle, with a 5′ gap between the two.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

If a target jumps across the gap, they set off the trap. Two with One Trap (DC 22 Will Save or target is teleported immediately behind another target on the bridge. Both targets must then make a DC22 Reflex save or fall, taking 10d6 damage. If there are no other targets on bridge, then target is teleported to edge of bridge, and must make the DC 22 Reflex Save to avoid falling and taking 10d6 damage)

Teleport

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A Step Ahead (CR 6)


 

This private study is very well appointed.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

Those that enter the study uninvited become telepathically linked to the owner. A Step Ahead (DC 22 Will Save or target is telepathically linked to the study’s owner. When dealing with the owner, all of the target’s die rolls have a -4 penalty, including initiative checks); multiple targets (all targets in room)

Telepathic Bond

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Why, Let Me Get That For You (CR 6)


 

A locked chest is in the middle of the room, with the key in the lock.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger proximity; Reset none

Effect

Searching the chest for traps causes the key to turn, setting off a mechanical trap. If the key if removed, the mechanical trap is only set off if the chest is opened without the mechanical trap being disarmed. Mechanical Trap (Perception DC 25; Disable Device DC 25; Trigger touch; Reset none; Opening the chest causes it to explode, destroying the chest and its contents as well as delivering 6d6 fire damage to all within a 30′ radius, DC 25 Reflex Save reduces this damage by half)

Telekinesis

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Research Papers (CR 6)


 

The path goes many ways, but signs are posted along the way, with helpful arrows pointed out the correct way.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger touch; Reset none

Effect

The papers in here delve into highly specific arcane details. They are also boring when read. Research papers (DC 22 Will save or target with 10HD or less falls asleep for 3d6 x 10 minutes, and cannot be awakened by nonmagical means); multiple targets (all targets within 60′)

Symbol of Sleep

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Searing Runes (CR 6)


 

Several glowing runes are on the floor; it would be difficult to pass without stepping on one.

Type: magical; Perception DC 30; Disable Device DC 30

Trigger location; Reset none

Effect

If a target moves across the room, it must make a DC 24 Acrobatics check to not step on a rune. Once a rune is stepped on, or covered, everyone feels horrible pain. Searing Runes (DC 24 Fortitude Save or target suffers wracking pains that cause a -4 penalty on attack rolls, skill checks and ability checks. This effect ends 1 hour after target moves more than 60′ away from runes); multiple targets (all targets within 60′)

Symbol of Pain

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Pet Statue (CR 2-10)


 

A display case boasts several small jade animal statues.

Type: magical; Perception DC 26-34; Disable Device DC 26-34

Trigger ; Reset none

Effect

There are 9 statues, and each one corresponds to a random ally, with each one corresponding to CR 2-10. The statue will animate and attack for the target, but will only attack targets that are not immediately hostile. In order to get rid of the statue, a Dispel magic with a DC 11-21 must be made, or remove curse, wish, or limited wish.

Summon Nature’s Ally

Categories: CR10, CR2, CR3, CR4, CR5, CR6, CR7, CR8, CR9, CRvaries, Pathfinder | Tags: | Leave a comment

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