Home >Gamemastering >Traps, Hazards & Special Terrains >Traps >

Electrified Barbed-Wire Fence (CR 9)

Electrified Barbed-Wire Fence CR 9

XP 6,400
Type mechanical; Notice Perception DC 25; Disable Disable Device DC 35

EFFECTS

Trigger touch; Reset automatic (immediate); Bypass control panel in area C3 (Disable Device DC 30)

Effect barbed wire (see below) plus electric shock (4d6 electricity damage each round of contact, Reflex DC 25 half); multiple targets (any target adjacent to fence when triggered)

Barbed Wire Any creature moving through a square containing ordinary barbed wire takes 1d4 points of piercing damage for each 5 feet of movement through the area. In addition, each creature trying to move through barbed wire must succeed at a DC 20 Reflex save or gain the entangled condition. Entangled creatures can try to break free of the barbed wire as a full round action with a successful DC 20 Strength check or Escape Artist check. A creature trapped in barbed wire can opt to remain motionless in order to avoid taking any more damage. A creature can try to pick its way slowly through a field of barbed wire without taking damage or risking entanglement by attempting a Dexterity check as a full round action. For every 5 points by which the check exceeds 10, the creature can move 5 feet (up to its normal land speed).

Section 15: Copyright Notice

Pathfinder Adventure Path #71: Rasputin Must Die! © 2013, Paizo Publishing, LLC; Author: Brandon Hodge.