Pathfinder

Lily Followers (CR 4)


 

Even though the water looks a bit swift, the river seems crossable.

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

Trigger proximity; Reset none

Effect

The river is fairly easy to cross. It requires a DC 10 Athletics check for a medium sized creature. Add or subtract 2 to the DC for every size step above or below medium. Movement speed is 1/4 normal. However, about halfway across, lily pads appear behind the target. These pads can be used by anyone but the target(s) by making a DC 10 Acrobatics check to move 1/2 speed, or a DC 15 Acrobatics check to move full speed. Should a target attempt to get onto a lily pad, they will slide off, and be unable to use it)

Lily Pad Stride

 

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Who Turned on the Lights (CR 3)


 

A glint of shiny metal can be seen underneath the leaves of the forest floor.

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

Trigger touch; Reset none

Effect

A buried cache of weapons and armor has been hidden here. Who Turned on the Lights (If any of the weapons or armor is disturbed, the lance immediately glows, creating bright light in a 90′ radius. Over the next two rounds, the lance shoots a bright light into the air, which is visible for 4 miles, then the lights turn off. If it is dark outside, those within 90′ must make a DC 18 Fortitude Save, or take a -4 penalty on sight-based checks for 1d4 rounds once the light turns off.)

Light Lance

 

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Personal Cloud (CR 5)


 

A cloud covers a small chest.

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

Trigger touch; Reset none

Effect

If the chest is touched, the cloud surrounds the target. Personal Cloud (DC 21 Will Save or target is encased in a constant and movable cloud that surrounds the target and moves with the target. Inside the cloud, the air is breathable, but stale. It insulates the target from inhaled diseases, spells and poisons. It also provides stable temperature and pressure. However, after 1 hour, the target must make a DC 21 Fortitude save every 10 minutes. On a failure, the target becomes fatigued. On a second failure, the target becomes exhausted. On a third failure the target becomes unconscious, and cannot be revived until the spell wears off in 8 hours)

Life Bubble

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Knight’s Calling Card (CR 2)


 

A card has been stuck into this door.

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

Trigger touch; Reset none

Effect

The card falls to the floor if not taken when the door is opened. It simply says, “Come”. Knight’s Calling Card (DC 16 Will Save, or the next time the target sees an opponent, the target is compelled to do nothing but move towards the opponent that turn, avoiding any other dangers, including attacks of opportunity. If the target ends the movement adjacent to the opponent, the opponent may make an attack of opportunity)

Knight’s Calling

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Castling (CR 5)


 

A set of golden chess pieces is in a cabinet.

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

Trigger touch; Reset none

Effect

The next time combat happens, the possessor of the rook must make a DC 21 Will Save, or they will be swapped with an ally. If the possessor is a melee character, they will swap with a non-melee character and vice-versa. This swapping does not provoke an attack of opportunity.

King’s Castle

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Not too Keen (CR 2)


 

Smoky torches burn in this hall.

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

Trigger proximity; Reset auto

Effect

The torches make it difficult to see. Not too Keen (DC 16 Will Save or target takes a -2 penalty on perception checks, and normal vision is reduced by one illumination step. This effect lasts for 1 minute); multiple targets (all targets in room)

Keen Senses

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All The World is a Stage (CR 4)


 

A stage is set above the ground. In front of it is a deep pit. A jester’s mask lies on this side, in front of the pit.

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

Trigger proximity; Reset auto

Effect

If the mask is touched, it cracks a smile and insults the target. All the World is a Stage (DC 19 Will Save or target is teleported to the center of the stage. The pit is 60 feet deep and 20 feet across, and is the only way to leave the stage)

Jester’s Jaunt

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I Don’t Really Feel Better (CR 2)


 

The door is showered with a cooling mist.

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

Trigger proximity; Reset auto

Effect

Anyone who passes thru the door is covered in the mist. I Don’t Really Feel Better (DC 16 Will Save or target takes no penalties from an existing fatigued or exhausted condition. However, after 10 minutes, whether or not the target had one of the conditions, they take 1d6 points of nonlethal damage, and any original condition returns); multiple targets (all targets that pass through mist)

Invigorate

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Favor of the Gods (CR 4)


 

A statue of a forgotten god stands before the temple. An inscription reads, “Give and you shall be favored”. A pool, full of coins and baubles is at the statue’s feet.

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

Trigger proximity; Reset auto

Effect

Anyone who passes in and contributes anything is “favored” by the god. Favor of the Gods (While inside the temple, all opponents treat the target as if they were a favored enemy); multiple targets (all targets making an offering)

Instant Enemy

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Shoplifting (CR 2)


 

Several valuables lay about in the open.

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

Trigger touch; Reset none

Effect

If the target is in possession of one of the valuables and is ever questioned, the target gets a -10 penalty to on Bluff skill checks to convince someone of their innocence. This applies to anything the target is guilty of, not just taking the valuable. Each item’s penalty can only apply once, then it has no more ill effects.

Innocence

Categories: CR2, Pathfinder | Tags: | Leave a comment

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