Difference between revisions of "Template:4e/Trap"
Jump to navigation
Jump to search
Fuego Fish (talk | contribs) (Created page with "{| style="padding:0px; border-spacing:0; width: 480px" |- style="background: #5a1e33; color: #ffffff" | colspan=2 | '''{{{name|False-Floor Pit}}}''' | colspan=2 style="text-al...") |
Fuego Fish (talk | contribs) |
||
Line 41: | Line 41: | ||
A character can climb out with a DC 15 Athletics check.}}} | A character can climb out with a DC 15 Athletics check.}}} | ||
|} | |} | ||
− | {{#if: {{{upgrade}}} | {{Trap Upgrade|upgrade = {{{upgrade}}}|upgrade cost = {{{upgrade cost}}}}} | }} | + | {{#if: {{{upgrade}}} | {{Trap Upgrade|upgrade = {{{upgrade|Increase the Perception and Thievery DCs by 2. The pit is 20 feet deep and filled with poisoned spikes. A character who falls into the pit takes 3d10 damage + ongoing 5 poison damage (save ends).}}}|upgrade cost = {{{upgrade cost|200 XP}}}}} | }} |
<noinclude> | <noinclude> | ||
<pre><nowiki> | <pre><nowiki> |
Revision as of 22:30, 15 June 2019
False-Floor Pit | Level 1 Warder | ||
Trap | XP 100 | ||
A covered pit is hidden near the center of the room. Timber covered with flagstones is rigged to fall when a creature walks on it, dropping the creature into a 10-foot-deep pit. | |||
Trap: A 2-by-2 section of the floor hides a 10-foot-deep pit. | |||
Perception | |||
DC 20: The character notices the false stonework. | |||
Trigger | |||
The trap attacks when a creature enters one of the trap's four squares. | |||
Attack | |||
Immediate Reaction | Melee | ||
Target: The creature that triggered the trap. | |||
Attack: +4 vs. Reflex | |||
Hit: Target falls into pit, takes 1d10 damage, and falls prone. | |||
Miss: Target returns to the last square it occupied and its move action ends immediately. | |||
Effect: The false floor opens and the pit is no longer hidden. | |||
Countermeasures | |||
An adjacent character can trigger the trap with a DC 10 Thievery check (standard action). The floor falls into the pit. An adjacent character can disable the trap with a DC 25 Thievery check (standard action). The floor becomes safe. |
{{Trap| name = | level = | role = | type = | XP = | flavor = | trap = | perception = | trigger = | action = | area = | target = | attack = | hit = | miss = | effect = | countermeasures = | upgrade = | upgrade cost = | }}