Template:4e/Trap
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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. |
Upgrade to Elite (200 XP) | |||
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). |
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