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General Tabletop Discussion
*Pathfinder & Starfinder
Trapped locks?
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<blockquote data-quote="Mengu" data-source="post: 4408334" data-attributes="member: 65726"><p>I'd use something like the following (though I can't decide if it's a Lurker or Obstacle):</p><p> </p><p><strong>Poison Needle Lock</strong> - Level 2 Obstacle</p><p>Trap - XP125</p><p><em>As you try to pick the lock, a hidden needle springs and pricks your finger, and as it withdraws, you notice it's covered in black dripping poison.</em></p><p><strong>Trap:</strong> Needle inside lock.</p><p><strong>Perception</strong></p><p>* DC 20: Character notices poison needle</p><p>* DC 25: Character notices if the right key were to be used, the trap would not spring.</p><p><strong>Trigger</strong></p><p>If the character does not succeed on a DC 25 Thievery check to pick the lock, the trap triggers. Failure by 5 or less still unlocks the lock, but triggers the trap. The trap also triggers if an attempt to disarm fails by more than 5.</p><p><strong>Attack</strong></p><p><strong>Opportunity Action - Melee</strong></p><p><strong>Target: </strong>Character trying to pick the lock.</p><p><strong>Attack:</strong> +6 vs. Fortitude</p><p><strong>Hit:</strong> 2d6+6 poison damage, and target loses a healing surge. If she has no healing surges left she instead falls unconscious (no save).</p><p><strong>Countermeasures</strong></p><p>* A DC 22 Thievery check to disarm the trap, removes the needle. Failure by more than 5 triggers the trap.</p><p>* A DC 25 Thievery check opens the lock without triggering the trap.</p><p>* A DC 20 Thievery check opens the lock, but triggers the trap.</p><p>* A DC 15 Dungeoneering check grants a +2 to the characters Fortitude defense against the trap.</p><p><strong>Upgrade to Elite (250 XP)</strong></p><p>Increase attack bonus and DC's for Perception and Thievery by 2.</p></blockquote><p></p>
[QUOTE="Mengu, post: 4408334, member: 65726"] I'd use something like the following (though I can't decide if it's a Lurker or Obstacle): [B]Poison Needle Lock[/B] - Level 2 Obstacle Trap - XP125 [I]As you try to pick the lock, a hidden needle springs and pricks your finger, and as it withdraws, you notice it's covered in black dripping poison.[/I] [B]Trap:[/B] Needle inside lock. [B]Perception[/B] * DC 20: Character notices poison needle * DC 25: Character notices if the right key were to be used, the trap would not spring. [B]Trigger[/B] If the character does not succeed on a DC 25 Thievery check to pick the lock, the trap triggers. Failure by 5 or less still unlocks the lock, but triggers the trap. The trap also triggers if an attempt to disarm fails by more than 5. [B]Attack[/B] [B]Opportunity Action - Melee[/B] [B]Target: [/B]Character trying to pick the lock. [B]Attack:[/B] +6 vs. Fortitude [B]Hit:[/B] 2d6+6 poison damage, and target loses a healing surge. If she has no healing surges left she instead falls unconscious (no save). [B]Countermeasures[/B] * A DC 22 Thievery check to disarm the trap, removes the needle. Failure by more than 5 triggers the trap. * A DC 25 Thievery check opens the lock without triggering the trap. * A DC 20 Thievery check opens the lock, but triggers the trap. * A DC 15 Dungeoneering check grants a +2 to the characters Fortitude defense against the trap. [B]Upgrade to Elite (250 XP)[/B] Increase attack bonus and DC's for Perception and Thievery by 2. [/QUOTE]
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Trapped locks?
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