im_robertb
First Post
Inspiration for this trap is from Kael's Fall from Heaven mod for Civilization IV. The flavor has been adapted to the generic 4E campaign setting. Due to the lack of trap creation guidelines in the DMG, the numbers are based on the examples contained therein. The effect is straight from the Cleric's Cause Fear. The skill challenge to disarm it is based on Stalker0's Obsidian Skill Challenge system.
Necrototem Level 1 Obstacle
Trap XP 100
An open-mouthed skull sits atop a wooden post with two spines twisting around it. It emits a faint, yet unnerving, purple light. When the trap attacks, the light dims, and a ghostly skull rushes towards the target.
Trap: The Necrototem occupies one square.
Perception: DC 20. As you approach, the light slightly decreases in intensity.
Arcana or Religion: DC 20. This is a Necrototem, a symbol of the Shadowfell's influence on the world.
Initiative +3
Trigger: The Necrototem rolls initiative when a creature comes within 5 squares of it. On its turn, it attacks.
Attack * Divine, Fear
Standard Action Ranged 5
Target: The nearest creature that is not immune to fear.
Attack: +4 vs. Will
Hit: The target moves its speed + 2 away from the Necrototem. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Countermeasures:
-A character can attack the Necrototem (AC 15, other defenses 12; hp 30). Destroying the Necrototem stops its attacks.
-The trap can be damaged with a co-operative skill challenge. Making a check is a move action, DC 18, and each success deals 10 damage to the Necrototem. Arcana and Religion checks to disrupt the Necrototem's connection to the Shadowfell and darker powers must be made from within 5 squares of the Necrototem, while Thievery checks to disrupt the parts of the totem that channel the energy must be made while adjacent. Do not track failures for this skill challenge.
Upgrade to Elite (200 XP)
Increase all defenses and skill DCs (both for information and to disarm the Necrototem) by 2. Increase HP by 10, but successful skill checks deal the Necrototem 14 damage. The trap attacks twice per round (treat an attack as a move action).
Necrototem Level 1 Obstacle
Trap XP 100
An open-mouthed skull sits atop a wooden post with two spines twisting around it. It emits a faint, yet unnerving, purple light. When the trap attacks, the light dims, and a ghostly skull rushes towards the target.
Trap: The Necrototem occupies one square.
Perception: DC 20. As you approach, the light slightly decreases in intensity.
Arcana or Religion: DC 20. This is a Necrototem, a symbol of the Shadowfell's influence on the world.
Initiative +3
Trigger: The Necrototem rolls initiative when a creature comes within 5 squares of it. On its turn, it attacks.
Attack * Divine, Fear
Standard Action Ranged 5
Target: The nearest creature that is not immune to fear.
Attack: +4 vs. Will
Hit: The target moves its speed + 2 away from the Necrototem. The fleeing target avoids unsafe squares and difficult terrain if it can. This movement provokes opportunity attacks.
Countermeasures:
-A character can attack the Necrototem (AC 15, other defenses 12; hp 30). Destroying the Necrototem stops its attacks.
-The trap can be damaged with a co-operative skill challenge. Making a check is a move action, DC 18, and each success deals 10 damage to the Necrototem. Arcana and Religion checks to disrupt the Necrototem's connection to the Shadowfell and darker powers must be made from within 5 squares of the Necrototem, while Thievery checks to disrupt the parts of the totem that channel the energy must be made while adjacent. Do not track failures for this skill challenge.
Upgrade to Elite (200 XP)
Increase all defenses and skill DCs (both for information and to disarm the Necrototem) by 2. Increase HP by 10, but successful skill checks deal the Necrototem 14 damage. The trap attacks twice per round (treat an attack as a move action).