Zip Line (CR 2)


A sturdy steel wire crosses the chasm.

Type: magical; Perception DC 26; Disable Device DC 26

Trigger location; Reset 1 round


Any target that uses the line to cross the chasm sets it off at the halfway mark. Zip Line (Target’s equipment that is touching the line takes 2d6 damage, with hardness of 10 or less ignored. A DC 16 Fortitude Save halves the damage. Target must also make a DC 16 Reflex Save or fall, taking 10d6 damage. If the damaged item breaks, the target receives a -2 penalty of the Reflex Save)

Burst Bonds

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

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