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*Pathfinder & Starfinder
Heroic Tier Petrification
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<blockquote data-quote="Mesh Hong" data-source="post: 5121463" data-attributes="member: 73463"><p>One mechanic I sometimes use is <em>multiple saves ends,</em> this gives ongoing effects a little more bite but allows for leaders to use their grant saving throw powers to greater effect.</p><p> </p><p>For a petrification trap I might make it a little more complex because if you are going to go to the trouble of placing a trap you want to see it work at least once. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p> </p><p>quick example:-</p><p> </p><p>Level 9 trap - trigger: unknown</p><p> </p><p>when triggered creature takes an attack +13 vs. Fortitude; on hit target is immobilised (2 saves ends); first failed save target is instead petrified (2 saves ends); aftereffect target is slowed until the end of their next turn</p><p> </p><p>The above is a pretty serious trap (well depending on the area it covers and the type of trigger), but it won't permanently remove a PC from the encounter, or even longer.</p><p> </p><p>I would probably also try to include a way of disarming the trap with a 2 or 3 step skill challange based on thievery, arcana or religion. But again this would depend on the area the trap covered and if it was a single trap or if their were multiples of it in the encounter.</p></blockquote><p></p>
[QUOTE="Mesh Hong, post: 5121463, member: 73463"] One mechanic I sometimes use is [I]multiple saves ends,[/I] this gives ongoing effects a little more bite but allows for leaders to use their grant saving throw powers to greater effect. For a petrification trap I might make it a little more complex because if you are going to go to the trouble of placing a trap you want to see it work at least once. ;) quick example:- Level 9 trap - trigger: unknown when triggered creature takes an attack +13 vs. Fortitude; on hit target is immobilised (2 saves ends); first failed save target is instead petrified (2 saves ends); aftereffect target is slowed until the end of their next turn The above is a pretty serious trap (well depending on the area it covers and the type of trigger), but it won't permanently remove a PC from the encounter, or even longer. I would probably also try to include a way of disarming the trap with a 2 or 3 step skill challange based on thievery, arcana or religion. But again this would depend on the area the trap covered and if it was a single trap or if their were multiples of it in the encounter. [/QUOTE]
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Heroic Tier Petrification
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