CR8

Neat Room (CR 8)


 

This study had been meticulously cared for.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the target rummages through the room and leaves a mess (the default unless the specifically say they aren’t, and make a DC 25 Perception check and as DC 17 Intelligence check), upon leaving all the items in the room, including any taken by the party, swirl about in the air and return to their original locations. While the objects are swirling, chaos can be felt. Neat Room (target level: 4 or below – target is killed, confused, stunned and deafened, 9 or below – target is confused, stunned and deafened, 13 and below – target is stunned and deafened, 14 – target is deafened.

Killed – target is killed, DC 25 Will Save reduces this to 3d6 + 14 damage

Confused – target is confused for 1d10 minutes, DC 25 Will Save reduces the duration to 1 round

Stunned – DC 25 Will Save or target is stunned for 1 round

Deafened – DC 25 Will Save or target is deafened for 1d4 rounds);

multiple targets(all targets in room);

Word of Chaos

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Exhaust Port (CR 8)


 

As small port becomes visible at the horizon, a horrible grinding noise is heard from below.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger location; Reset none

Effect

All targets on the ship become exhausted, and the ship immediately sinks.

Waves of Exhaustion

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Chainmail on a Rack (CR 8)


 

A gorgeous chainmail hauberk sits on an armor rack.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the chainmail is touched, it turns out to be made of a ceramic material. It shatters, and causes a flash of light to burst. Chainmail (All metal items in a 40′ radius are turned to wood. Magic items have SR 20+CL vs. the spell’s CL of 14. Wood armor takes a -2 penalty to AC, and loses an additional point every time it is hit with a natural 19 or 20. Wooden weapons splinter and break on any natural 1 or 2, and take a -2 penalty on attack and damage rolls. Only limited wish, wish or miracle can restore the items back to metal)

Transmute Metal to Wood

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Bonk Bonk (CR 8)


 

A large, jewel encrusted mace sits on a table.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

The mace also has spikes. Bonk Bonk (If the mace is touched, it immediately teleports to 3 feet above the target’s head and drops, causing 3d8+3 damage plus 1d6 bleed damage, a DC 25 Reflex save avoids damage)

Teleport Object

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Weak Sauce (CR 8)


 

The one piece block ceiling begins to slowly slide down towards the floor.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The ceiling falls one foot, causing the doorways on either end of the hall to not be able to be opened. The doors are stone,  and have hardness 8 and 60 hp. They can also be forced with a DC 30 Strength check. The ceiling can be stopped with a combined total of 60 strength, and with 65 strength, can be moved up one foot. However, if it is pushed up, the small rune in the middle of the ceiling flashes. Weak Sauce (DC 25 Fortitude Save or target takes 3d6 Strength damage); multiple targets (all targets under block ceiling)

Symbol of Weakness

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Stunning Ladder (CR 8)


 

A ladder leads up to a ledge far up on the wall.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

A chest can be just seen on the ledge. When a target gets on the ladder within 10′ of the ledge, the symbol activates. Stunning Ladder (DC 25 Will Save or target is stunned for 1d6 rounds, which causes the target to also fall from ladder. The ladder is 80 feet high); multiple targets (all targets on ladder within 60′)

Symbol of Stunning

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Gleaming Crown (CR 8)


 

A gorgeous crown with 4 large gems sits on a stand.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger touch; Reset none

Effect

If the crown is disturbed, a beam of light bursts out from each gem, striking a random target. Crown (4d6 damage and target is permanently blinded, DC 25 Reflex save for half damage and negates blindness); multiple targets (up to 4 random targets within 60 feet)

Sunbeam

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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

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Rope Pull (CR 2-10)


 

The door has a rope pull attached to a bell.

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

Trigger touch; Reset none

Effect

When the rope is pulled, a random monster guardian is summoned that fights the target. The monster is based on the CR of the trap, and uses the summon monster tables.

Summon Monster

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

Art Gallery (CR 8)


 

Several pictures and sculptures adorn the walls and floor.

Type: magical; Perception DC 32; Disable Device DC 32

Trigger proximity; Reset none

Effect

The first target to reach the middle becomes a statue, filling an empty spot. Statue (DC 25 Will Save or target becomes a statue for 14 hours. The statue has hardness 8 and it’s original HP. It can see, smell and hear, but perform no actions. Every 14 hours, a new save needs to be made. If it fails, the target remains a statue.)

Statue

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