Spike Pit Trap (4e Trap)

A 20 foot deep pit in the ground with spikes at the bottom, covered to conceal it. A pit is typically 2 squares by 2 squares in size. The spikes are often coated with poison.

A creature in the pit can climb out, ascending their climb speed with a successful Athletics check (DC 15). Characters can also use Athletics to jump over the pit if they know where it is.

Allies on the outside can lower a rope (Atheletics DC 10) or ladder (DC 0) to help a trapped individual escape, but note the length of such equipment.

The squares at the bottom of the pit are difficult terrain.

Variants

Some pit traps have spikes coated with fecal matter and rotting body parts, for the purpose of spreading disease. With this variant, the secondary attack infects the victim with disease instead of causing poison damage. The disease varies depending on the level of the trap.

  • 10' Deep Spike Pit Trap - Filth Fever
  • 20' Deep Spike Pit Trap - Blinding Sickness
  • 30' Deep Spike Pit Trap - Mindfire
  • 40' Deep Spike Pit Trap - Slimy Doom

Level 3

10' Deep Spike Pit Trap
Level 3 Trap
Object
150 XP
Detect: Perception DC 21 Initiative: -
Immune attacks
Triggered Actions
Attack ♦ Encounter
Attack: (Immediate Reaction): Melee 1 (triggering creature); +6 vs. Reflex
Trigger: A creature enters one of the trap's four squares.
Hit: The target falls 10 feet onto the spikes at the bottom of the pit, taking 1d10 + 8 damage and falling prone. Make a secondary attack: +6 vs. Fortitude; on a hit the target takes 5 poison damage.
Miss: The target returns to the last square it occupied and its movement ends immediately.
Effect: The spike pit trap is open and no longer hidden.
Countermeasures
Disable Thievery DC 17. Success: The spike pit trap is jammed closed and the trap cannot attack.

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Level 10

20' Deep Spike Pit Trap
Level 11 Trap
Object
600 XP
Detect: Perception DC 26 Initiative: -
Immune attacks
Triggered Actions
Attack ♦ Encounter
Attack: (Immediate Reaction): Melee 1 (triggering creature); +14 vs. Reflex
Trigger: A creature enters one of the trap's four squares.
Hit: The target falls 20 feet onto the spikes at the bottom of the pit, taking 2d10 + 12 damage and falling prone. Make a secondary attack: +13 vs. Fortitude; on a hit the target takes 10 poison damage.
Miss: The target returns to the last square it occupied and its movement ends immediately.
Effect: The spike pit trap is open and no longer hidden.
Countermeasures
Disable Thievery DC 22. Success: The spike pit trap is jammed closed and the trap cannot attack.

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Level 18

30' Deep Spike Pit Trap
Level 18 Trap
Object
2000 XP
Detect: Perception DC 32 Initiative: -
Immune attacks
Triggered Actions
Attack ♦ Encounter
Attack: (Immediate Reaction): Melee 1 (triggering creature); +21 vs. Reflex
Trigger: A creature enters one of the trap's four squares.
Hit: The target falls 30 feet onto the spikes at the bottom of the pit, taking 3d10 + 16 damage and falling prone. Make a secondary attack: +21 vs. Fortitude; on a hit the target takes 15 poison damage.
Miss: The target returns to the last square it occupied and its movement ends immediately.
Effect: The spike pit trap is open and no longer hidden.
Countermeasures
Disable Thievery DC 28. Success: The spike pit trap is jammed closed and the trap cannot attack.

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Level 27

40' Deep Spike Pit Trap
Level 27 Trap
Object
11000 XP
Detect: Perception DC 39 Initiative: -
Immune attacks
Triggered Actions
Attack ♦ Encounter
Attack: (Immediate Reaction): Melee 1 (triggering creature); +24 vs. Reflex
Trigger: A creature enters one of the trap's four squares.
Hit: The target falls 40 feet onto the spikes at bottom of the pit, taking 4d10 + 22 damage and falling prone. Make a secondary attack: +24 vs. Fortitude; on a hit the target takes 20 poison damage.
Miss: The target returns to the last square it occupied and its movement ends immediately.
Effect: The spike pit trap is open and no longer hidden.
Countermeasures
Disable Thievery DC 35. Success: The spike pit trap is jammed closed and the trap cannot attack.

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gollark: `m = y_1-y_2/x_1-x_2`, `c = y_1 - mx_1`, I think.
gollark: You can rearrange the equation for `c` and substitute in one of the points to get `c`.
gollark: Straight lines have the equation `y = mx + c`, where m and c are constants. `m` is the gradient, which is just the difference in y between those points divided by the difference in x.
gollark: "Straight line" in what form?
gollark: Neat, how does that work? Just tracking how far it goes?
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