CR8

Gold Biscuits (CR 3)



The pantry doors are locked.

Type: magical; Perception DC 27; Disable Device DC 27

Trigger touch; Reset none

Effect

If the doors are opened, 15 lbs of coins on the target turns into bland, edible biscuits, the same size as the original coins. Gold Biscuits (DC 18 Will Save or up to 750 coins turn into a bland, edible substance, losing their value)

Categories: CR3, CR8, Pathfinder | Tags: | Leave a comment

Safe Ceiling (CR 8)



A trap door is in the ceiling; it pulls down to open.

Type: mechanical; Perception DC 22; Disable Device DC 28

Trigger touch; Reset none

Effect

A large safe is on the trap door. When the door is opened, the safe falls down. Safe (DC 21 Reflex Save or take 10d6 damage, be knocked prone, and gain the stunned condition for 1d4 rounds)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Loose Rocks (CR 8)



The ceiling of the cavern cannot be seen.

Type: mechanical; Perception DC 24; Disable Device DC –

Trigger proximity; Reset none

Effect

Any loud noises in here (or other vibration causing activities) dislodge rocks on the cavern ceiling, 200 ft above. Loose Rocks (DC 22 Reflex Save or take 6d6 damage); multiple targets (all targets in cavern)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Holy Statue (CR 2)



A small golden statue is on the table.

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

Trigger touch; Reset none

Effect

Anyone that picks up the statue takes damage. Holy Statue (1d6 damage, DC 16 Fortitude save for half damage)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Harrowing Experience (CR 4)



A golden crown sits atop the head of a bust.

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

Trigger touch; Reset none

Effect

If the crown is touched, hair sprouts from the bust and attacks the target. Harrowing Experience (+7 vs. CMD to grapple and do 1d6 damage for 5 rounds. If already grappled, the attack is +12. The CMD check to escape is 17)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Hammertime (CR 7)



A gleaming warhammer hangs on the wall.

Type: magical; Perception DC 31; Disable Device DC 31

Trigger touch; Reset none

Effect

When touched, the hammer turns the target into a weapon, striking nearby allies with the target. Hammertime (DC 24 Fortitude Save or target strikes closest ally with a +15 melee attack for 2d6 damage, this lasts for 11 rounds. Target makes a saving throw each round to resist, if it fails, the target loses all actions and ends up prone next to ally)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Earthen Door (CR 8)



The door is set into a 5 foot thick earthen wall.

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

Trigger proximity; Reset none

Effect

Once the target passes through the door, the wall seals behind them. Earthen Door (DC 25 Reflex Save or target is behind a 5 foot thick earthen wall, which has 180 HP or can be broken with a DC 60 Strength check)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Sandy Floor (CR 8)



The floor is covered in a very viscous sand.

Type: mechanical; Perception DC 21; Disable Device DC 22

Trigger touch; Reset none

Effect

The sand causes the room to be difficult terrain. It’s also highly volatile. Any attempt to clean it up or move it out of the way has a 50% chance of causing it to explode. Sand (6d6 damage plus blindness for 1d6 rounds, DC 22 Reflex save for half damage and no blindness); multiple targets (all targets in room)

Categories: CR8, Pathfinder | Tags: | Leave a comment

The Butler Didn’t Do It (CR 8)



The magistrate you were meeting is lying on the floor in a pool of his own blood, with a dagger protruding from his back.

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

Trigger proximity; Reset none

Effect

In 1d4 rounds the guards arrive. When they do, the dagger vanishes and appears in the nearest PC’s hand. Dagger (Dagger appears in nearest PC’s free hand, DC 25 Reflex Save causes dagger to fall to the floor in front of the target instead)

Categories: CR8, Pathfinder | Tags: | Leave a comment

Lost in the Catacombs (CR 3)



The wall behind you bursts into flame!

Type: magical; Perception DC 27; Disable Device DC 27

Trigger proximity; Reset none

Effect

When the target(s) pass into the lower catacombs, any maps they have are erased with no save. This causes a -4 penalty to checks to find the way back out or forward.

Categories: CR8, Pathfinder | Tags: | Leave a comment

Blog at WordPress.com.