False-Floor Pit
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Level 1 Warder
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Trap
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XP 100
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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.
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Trap: A 2-by-2 section of the floor hides a 10-foot-deep pit.
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Perception
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DC 20: The character notices the false stonework.
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Trigger
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The trap attacks when a creature enters one of the trap's four squares.
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Attack
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Immediate Reaction
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Melee
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Target: The creature that triggered the trap.
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Attack: +4 vs. Reflex
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Hit: Target falls into pit, takes 1d10 damage, and falls prone.
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Miss: Target returns to the last square it occupied and its move action ends immediately.
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Effect: The false floor opens and the pit is no longer hidden.
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Countermeasures
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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.
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Upgrade to Elite (200 XP)
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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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