Water Pipes (CR 2)



Copper pipes run overhead.

Type: mechanical; Perception DC 19; Disable Device 17

Trigger proximity; Reset None

Effect

The pipes are fragile, and motion nears them causes the hot water pipe to break. Hot Water Pipe (2d6 fire damage, DC 18 Reflex Save for half damage); multiple targets (all targets within 5′ take 1 point of splash damage)

Categories: CR2, Pathfinder | Tags: | Leave a comment

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