Pathfinder

Righteous Chest (CR 3)


 

An iron-bound wooden chest sits in this closet.

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

Trigger touch; Reset auto

Effect

The chest has hardness 5 and 15 HP. Each successful strike against it produces 1 charge. Each attempt at unlocking, successful or not, produces 2 charges. (DC 23 Disable Device) When the chest is broken or opened, it releases its charges. When the owner of the chest is encountered, he receives a +1 morale bonus on attack rolls (max +4) and 1d8 temporary HP (max 20) for every charge.

Righteous Vigor

 

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Drum Door (CR 4)


 

Small hand drums hang from the wooden door.

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

Trigger touch; Reset auto

Effect

The drums play when the door is opened. If the targets are attacked in the next room, at some point, the drums will quicken their pace for a round, then cease playing. When the playing stops, all opponents regain 2d6 hit points.

Reviving Finale

 

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Monologue (CR 4)


 

A statue bars the way to the door. It begins to speak.

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

Trigger touch; Reset auto

Effect

The statue monologues for 2d4 + 4 minutes. During this time, it blocks any attempt to go through the door. If the statue is touched or attacked. It stops monologuing and says “PahLease do not interrupt me!”. Once done, the status moves aside, allowing access. Monologue (DC 21 Fortitude Save or the target is wracked with shooting pains that impose a -4 penalty on attack rolls, skill checks and ability checks. This lasts for 7 rounds after the statue stops); multiple targets (any target that touches or attacks the statue)

Retribution

 

Categories: CR4, Pathfinder | Tags: | Leave a comment

Resurgent Shield (CR 6)


 

A gorgeous silver shield hangs on the wall.

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

Trigger touch; Reset auto

Effect

The silver shield is inlaid with a gold dragon and shines in the dim light. Resurgent Shield (Any creature that attacks the target and misses is infused with healing energy that is released when that creature is dropped to 1/4 or less of its HP. When this happens, the creature heals for 4d8 + 9 HP or damage, gains a +4 enhancement bonus to Con and Str, DR 5/-, and the benefits of a haste spell. It can heal damage that would normally kill a creature, but not damage from massive damage or causes other than HP loss. However, after 9 rounds, the creature takes 1d4 Con damage and gains the exhausted condition. This effect can only be triggered once per creature per day. Once the shield is no longer in the target’s physical possession, the effect will no longer be triggered.)

Resurgent Transformation

 

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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

 

Categories: CR5, Pathfinder | Tags: | Leave a comment

Residual Doormat (CR 2)


 

A black mat has been placed outside the door.

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

Trigger touch; Reset auto

Effect

If the mat is trod upon, the imprint of the foot lasts for 1d4 + 1 days. The owner of the mat can touch the footprint and immediately receive a clear mental image, in exact detail, of the target that left the footprint.

Residual Tracking

 

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A Touch of Eidolon (CR 6)


 

This summoning chamber is full of odds and ends.

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

Trigger touch; Reset none

Effect

The summoner that owns this chamber does not like his things disturbed. If anything is disturbed, his eidolon gains a special defense. A Touch of Eidolon (A successful melee or melee touch attack causes the eidolon, after damage is resolved, to immediately be cured of 5d10 + 9 points of damage)

Rejuvenate Eidolon

 

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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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Castle Ramparts (CR 8)


 

The pathway leading to the castle is marked with potholes.

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

Trigger proximity; Reset auto

Effect

There is a careful path that can be taken to avoid this trap. If the Perception check succeeds for the trap, a DC 25 Survival check can be made to detect a winding footpath to the castle. If this path is followed, single-file, the trap will not be set off. Otherwise… Castle Ramparts (A 1.5 foot radius earthen wall, 10 feet high, springs up around the target. The wall has 0 hardness and 180 hp, or can be broken with a DC 60 Strength check. Climbing over the wall requires a DC 20 Climb check); multiple targets (all targets in party)

Rampart

 

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

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