Water Pipes (CR 2)

Copper pipes run overhead.

Type: mechanical; Perception DC 19; Disable Device 17

Trigger proximity; Reset None


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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