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

Effect

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

Post navigation

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out /  Change )

Google photo

You are commenting using your Google account. Log Out /  Change )

Twitter picture

You are commenting using your Twitter account. Log Out /  Change )

Facebook photo

You are commenting using your Facebook account. Log Out /  Change )

Connecting to %s

This site uses Akismet to reduce spam. Learn how your comment data is processed.

Blog at WordPress.com.

%d bloggers like this: