Thieves' Lament
Level 7
A rune hidden inside a lock that punishes the would-be thief, answering a fumbled pick with a gout of searing flame.
In play
Disable DC 30 Thievery (expert) to scratch out the rune, or dispel magic (4th rank; counteract DC 24) to counteract the runes
Flash Flame [Reaction]
Critical Success The creature is unaffected.
Success The creature takes 2d10+9 fire damage.
Failure The creature takes 4d10+18 fire damage and their fingers are burned, imposing a –1 circumstance penalty to Thievery checks for 1 hour.
Critical Failure As failure, and the creature's thieves' toolkit is broken.
Level 7 · Complexity Simple
Stealth DC 27 (trained) — (trained) to spot the rune inside the lock
Disable
- Thievery DC 30 (expert) — to scratch out the rune, or dispel magic (4th rank; counteract
- DC 24
AC 22
HP 58 · Hardness 14
Immunities critical hits, object immunities, precision damage
Trigger A creature attempts to Pick the Lock or fails to Disable the Device
Effect The rune triggers, releasing a burst of flame from the lock. The triggering creature must attempt a DC 25 Reflex saving throw.