Trip Pit (CR 2)


A deep pit is in the middle of the room.

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

Trigger proximity; Reset none


The pit is 30 feet deep and spiked. A chest is at the bottom as well. Trip Pit (DC 16 Reflex Save or fall into pit as an extra dimensional hole suddenly appears in the square the target is in, taking 3d6 damage + 1d6 piercing damage. On a successful save, target still stumbles, taking a -1 penalty to all rolls and checks for 1 round. Target must be within 5′ of pit to activate trap.)

Stumble Gap


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

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