Explosive Runes

Category:
other
Description:

Trap – Level 7 Blaster – XP 200 each
Magical runes on a buried rock in the ground that explode when a target near.
Perception DC 25: The character notices the runes and can avert his path before detonation.
Arcana DC 25: The character spots the runes and provides a +2 bonus to Thievery or Arcana checks made to disable it.
Trigger – When a character enters the square on the mine (and less then 5’ in the air), the runes explode.
Attack – Immediate Reaction Close burst 1
Target: Each creature in burst Attack: +10 vs. Reflex
Hit: 3d10 +10 damage and dazed.
Effect The Square is destroyed and is now difficult terrain.
Countermeasures Thievery DC 25: A character can carefully deface a glyph, rendering
it permanently useless, with a successful check. Failure detonates the trap.
Arcana DC 26: A character can alter the meaning of the glyph with a few strokes of a quill, disabling it until those strokes are themselves changed (DC 20 check to disable or
reenable). Failure detonates the trap.
Range 3/7, dex +3 vrs reflex if’n ya wants to throw them

Bio:

Explosive Runes

Dungeon Dominations alzeric