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.
A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit.
A character can climb out with a DC 15 Athletics check.

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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