Burninate Trap

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Burninate Trap (CR 4 Trap)

Crude Complexity – Fire
Detect Trap
15
(Spot DC)
Initiative
Initiative Icon 2.png
5
Man Def
Shield Icon 3.png
12
Durability
37
Eye-clipart.png Standard Vision 60 ft. (12 squares)
Creatures can avoid being targeted if they achieve a Stealth result of 17 or greater.

Default: Fire For The Fire Gods (Su) Once/round on Initiative
Each round on its initiative, the Burninate! trap unleashes a large swath of fire in a 20 ft. x 20 ft. area within 50 feet of the trap's origin space, inflicting 1d8+1 points of fire (energy, common) damage to all creatures within the affected area. All creatures in the area may make a Reflex save against a DC of 16 for half damage. Any creatures of type or subtype 'Goblin' in the affected area are treated as automatically failing their saving throws (taking full damage).

Anti-Tamper: Bomb Diggity (Su) Triggered Immediate Action
Up to once per round as an immediate action, after the Burninate! trap has either been the target of a Sunder attempt (hit or miss), or was the target of an unsuccessful dismantle attempt (miss only), it flares out, inflicting 1d8+1 points of fire (energy, common) damage in a 15-foot cone that must include the creature that triggered the anti-tamper attack. All creatures in the area may make a Reflex save against a DC of 16 for half damage. Any creatures of type or subtype 'Goblin' in the affected area are treated as automatically failing their saving throws (taking full damage).

Reset: It's Gonna Blow! (Su) Triggered Free Action
At the end of any round in which the Burninate! trap can no longer detect any of its allies (monsters) within the area of its targeting sense, it resets itself as a free action, clearing the room first, in order to do so. It clears the room by spraying 1d10+2 points of fire (energy, common) damage upon all creatures within 40 feet of its space. All creatures in the area may make a Reflex save against a DC of 16 for half damage. After performing this attack, the trap is pulls back into the wall for 10 rounds while it rearms and refuels. The trap is considered defeated for purposes of granting XP and treasure.

On Destruct: Burnout (Su) Triggered Free Action
Upon being reduced to 0 or fewer points of durability, the Burninate trap explodes in a final wash of flames and furor, as a free action, which can occur outside of its turn. This final explosion inflicts 1d8+1 points of fire (energy, common) damage to all creatures within 30 feet of its space. All creatures in the area may make a Reflex save against a DC of 16 for half damage. Any creatures of type or subtype 'Goblin' in the affected area are treated as automatically failing their saving throws (taking full damage).

Burninate Trap

Burninate Trap

This crude trap uses fire to punish those who dare intrude into the spaces it protects. Unfortunately, it is just as dangerous to those it guards as it is to those who would trespass. It is favored by goblins and other chaotic beings, but very powerful versions have been found, inflicting calamitous damage upon those who unlucky sods who enter its demesne.

Origin Space

Set into a wall, usually on the far side of the room the trap is protecting, a panel reveals a series of levers and knobs, which manipulate a number of gears. The fuel for the fire seems to be elsewhere. It is clear that the levers and knobs enable a basic sort of combination lock that will allow an authorized creature to disable the trap with relative ease, almost never accidentally setting it off on themselves.

Scratched crudely into the metal under several of the buttons, levers, or knobs, are the words "set off" or "turn off", in the goblin language. In a few cases, "set" is scratched out and "turn" is written below it, presumably fixing a mistake. Clever adventurers who are fluent in Goblin should definitely follow these instructions, because goblins are renowned for giving great advice to anyone who asks. Of course, they also have a really uncomfortable affection for fire and burning...

(Complication) Moving Origin Space: This trap's origin space is constantly in motion, either moving between a set of different spots in the room, or rotating rapidly around a central point. Regardless, the origin space always displaces 20 feet away from its previous location (or more, at GM's discretion) at the start of each of the trap's turns. Note that this movement is very obvious to anyone looking for it; the origin space doesn't become hidden after moving, it merely moves.

Rewards

XP: 1,200

Treasure: Sellable Goods worth 1,188 gp.

Weight: 40 lbs.     Volume: 2 cu. ft.