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Dead Man's Boot

This trap is triggered when a creature of medium size or small steps into desired square, what happens is the creatures leg falls into a one foot hole with sharp sticks jutting out from the side and at same time trapping the creature there. This type of trap is used mostly in jungle areas, but can be improvised into many different settings.

Depending on the skill of the person making this type of trap the DC to discover it varies. A Good base DC would be a 18 in jungle/forest areas and a DC 12 in urban or dungeon areas. The trigger for it is the creature stepping on it and having the foot fall through, the size of the trap can very depending on the intended victim. Damage is 1d6 a successful Reflex save equal to the spot DC + 2 results in half damage. If the creature does not make the save he also becomes trapped. It is a Strength DC Check of 12 to escape, but results in 2d6 damage, a successful Disable Device check equal to the Spot DC +3 will disable the trap and the creature can get out freely.

Example: Lets say the Spot DC check for it is a 16 the Reflex save would be an 18 and the Disable device DC would be 19.

Additional Ratings
Balance:
( 3 Votes )
Utility:
( 4 Votes )
Clarity:
( 4 Votes )

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