Tenchuu
First Post
As kane moves forward toward the Kobold leader, he steps on the false stonework, triggering the pit trap. Kane realizes the mistake a moment too late, and the bugbear falls with the floor. 20 feet down, Kane slams into a spike pit. The wooden spikes dig into him, burning as they are covered with some kind of poison.
[sblock=mechanics]
Trigger: Kane moves to G2
Trap Attack vs Reflex: 1d20+4 = 17 hit
Effect: Kane falls 20ft into pit lined with spikes, falling prone.
Damage: 3d10 → [6,4,3] = (13)
Effect: Kane takes 5 ongoing poison damage.
[/sblock][sblock=Elite Trap Stats]
False-Floor 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
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).
[/sblock][sblock=Pit]Everyone can now see the pit which is a 2x2 section going from G1 to H2[/sblock]
[sblock=mechanics]
Trigger: Kane moves to G2
Trap Attack vs Reflex: 1d20+4 = 17 hit
Effect: Kane falls 20ft into pit lined with spikes, falling prone.
Damage: 3d10 → [6,4,3] = (13)
Effect: Kane takes 5 ongoing poison damage.
[/sblock][sblock=Elite Trap Stats]
False-Floor 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
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).
[/sblock][sblock=Pit]Everyone can now see the pit which is a 2x2 section going from G1 to H2[/sblock]