Mistah J
First Post
Hey everyone!
Thanks for all your help. Using it all, I've come up with a plan and felt I should share it with you.
The beam is one of force. It repels all matter so nothing can enter a square the beam is in, with the following exceptions:
- A character can run or charge though but they have to make an Acrobatics check [DC 15] to do so. If they fail, they still make it but fall prone on the other side and their movement is spoiled. If they fail by 5 or more, they don't even make it through and fall prone on the side they started on.
- A character can be bull rushed through but if the result is not enough to push them all they way across, they stop at the square adjacent to the beam and fall prone (Reflex save [DC 15] negates).
- Anything that goes through the beam takes 4d6 force damage. Anything that gets "knocked against" it takes 1d6 force damage.
I do plan on having a "beam spreader" trap that cause the beam to fracture and shoot all around the room. This beam will allow for a save to avoid damage and the more damage it takes from the PCs trying to destroy it the less damage it does but the more beams it fires (a crystal getting more and more fractured).
The Force golems from MMV have force vulnerability so they are susceptible to the beam but since half the party are spellcasters (one of whom is an illusionist) I figure it's a good trade off.
I appreciate your ideas folks, they helped a lot. Game is this Friday so we shall see how it goes!
Thanks for all your help. Using it all, I've come up with a plan and felt I should share it with you.
The beam is one of force. It repels all matter so nothing can enter a square the beam is in, with the following exceptions:
- A character can run or charge though but they have to make an Acrobatics check [DC 15] to do so. If they fail, they still make it but fall prone on the other side and their movement is spoiled. If they fail by 5 or more, they don't even make it through and fall prone on the side they started on.
- A character can be bull rushed through but if the result is not enough to push them all they way across, they stop at the square adjacent to the beam and fall prone (Reflex save [DC 15] negates).
- Anything that goes through the beam takes 4d6 force damage. Anything that gets "knocked against" it takes 1d6 force damage.
I do plan on having a "beam spreader" trap that cause the beam to fracture and shoot all around the room. This beam will allow for a save to avoid damage and the more damage it takes from the PCs trying to destroy it the less damage it does but the more beams it fires (a crystal getting more and more fractured).
The Force golems from MMV have force vulnerability so they are susceptible to the beam but since half the party are spellcasters (one of whom is an illusionist) I figure it's a good trade off.
I appreciate your ideas folks, they helped a lot. Game is this Friday so we shall see how it goes!