Exploding Panels
Level 4
Stealth +12 (trained) Disable DC 17 Computers (trained) to reboot the system; DC 19 Crafting, Physical Science Lore, or Thievery (all trained) to flip circuit breakers and snip the correct wires; DC 21 Acrobatics, Perception, or a Reflex save to dodge the sparks; or DC 24 Athletics or a Fortitude save to force the sparking panels closed. Disabling the trap removes one action from its routine for each successful check to disable it, or two actions on a critical success. Cascading Failure Reaction Trigger The encounter begins; --- Routine (3 actions) The exploding panels trap uses its actions to attack creatures inside the ship. It randomly slashes at creatures adjacent to bulkheads or sparks at creatures within 20 feet of any control surface. The trap does not take a multiple attack penalty. Melee falling panel +14, Damage 2d8+5 bludgeoning Ranged spark +14 (range increment 20 feet), Damage 2d8 electricity --- Reset The exploding panels deactivate after 1 minute.
Complex Hazard · Level 4
Panels explode all over the ship with sparking live wires. All creatures on the ship take 2d8+5 electricity damage with a DC 21 basic Reflex save. The exploding panels then rolls for initiative.
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