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Terrain aid query for public square combat encounter
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<blockquote data-quote="darkbard" data-source="post: 7054500" data-attributes="member: 1282"><p>Whaddya think: the classic false-floor pit is most appropriate?</p><p></p><p>False-Floor Pit</p><p>Object</p><p></p><p>Level 1 Trap</p><p>XP 100</p><p>Detect Perception DC 19</p><p>Initiative -</p><p>Immune attacks</p><p>Triggered Actions</p><p>Attack Encounter</p><p>Trigger: A creature enters one of the trap’s four squares.</p><p>Attack (Immediate Reaction): Melee 1 (triggering creature); +4 vs. Reflex</p><p>Hit: The target falls 10 feet to the bottom of the pit, taking 1d10 damage and falling prone.</p><p>Miss: The target returns to the last square it occupied and its movement ends immediately.</p><p>Effect: The false floor opens and the pit is no longer hidden.</p><p>Countermeasures</p><p> Disable: Thievery DC 19 Success: The false floor is jammed closed and the trap cannot attack.</p><p></p><p>Also, it may be fun if the gong platform upon which the archer is stationed is actually an unstable monolith:</p><p></p><p>Unstable Monolith Single Use Terrain</p><p>This spotted stone does not sit easily in the earth and might fall with a bit of pressure.</p><p>Standard Action</p><p>Requirement: You must be adjacent to the monolith.</p><p>Check: Athletics check, DC 21, to topple the monolith.</p><p>Success: The monolith falls in the direction you choose and makes the following attack.</p><p>Target: Each creature in a close blast 3 in the direction the monolith falls</p><p>Attack: +9 vs. Reflex</p><p>Hit: 2d8 + 4 damage, the monolith knocks the target prone, and the target has superior cover and cannot stand up. The target cannot stand up until it makes a DC 15 escape check.</p><p>Miss: Half damage, and the monolith slides the target to the nearest unoccupied square adjacent to the area of the blast.</p><p>Effect: The area of the blast is difficult terrain until the end of the encounter.</p></blockquote><p></p>
[QUOTE="darkbard, post: 7054500, member: 1282"] Whaddya think: the classic false-floor pit is most appropriate? False-Floor Pit Object Level 1 Trap XP 100 Detect Perception DC 19 Initiative - Immune attacks Triggered Actions Attack Encounter Trigger: A creature enters one of the trap’s four squares. Attack (Immediate Reaction): Melee 1 (triggering creature); +4 vs. Reflex Hit: The target falls 10 feet to the bottom of the pit, taking 1d10 damage and falling prone. Miss: The target returns to the last square it occupied and its movement ends immediately. Effect: The false floor opens and the pit is no longer hidden. Countermeasures Disable: Thievery DC 19 Success: The false floor is jammed closed and the trap cannot attack. Also, it may be fun if the gong platform upon which the archer is stationed is actually an unstable monolith: Unstable Monolith Single Use Terrain This spotted stone does not sit easily in the earth and might fall with a bit of pressure. Standard Action Requirement: You must be adjacent to the monolith. Check: Athletics check, DC 21, to topple the monolith. Success: The monolith falls in the direction you choose and makes the following attack. Target: Each creature in a close blast 3 in the direction the monolith falls Attack: +9 vs. Reflex Hit: 2d8 + 4 damage, the monolith knocks the target prone, and the target has superior cover and cannot stand up. The target cannot stand up until it makes a DC 15 escape check. Miss: Half damage, and the monolith slides the target to the nearest unoccupied square adjacent to the area of the blast. Effect: The area of the blast is difficult terrain until the end of the encounter. [/QUOTE]
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Terrain aid query for public square combat encounter
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