Showing0entries
Sorted A-Z
Hazards

Haywire Autopilot

Level 9 complex tech hazard triggering when creatures approach within 30 feet of a hovercar. On each routine turn, the car drives 30 feet up to three times in straight lines of you...

commonComplexTech
Lvl 9complexComplexTech
AC
28
Fort
+15
Ref
+21
HP
70 (BT 35)
Hardness
16
Effectsave DC 32 Reflex (basic) · 2d10+13 bludgeoning
AC
28
HP
70

Stealth 20 (expert) Disable DC 26 Computers (expert) to remotely reprogram the autopilot, or DC 24 Piloting or Thievery (expert) to override the autopilot while aboard the car; three total successes are required to disable the trap; DC 23 Acrobatics or Athletics to board the car (boarding doesn't disable the trap) AC 28, Fort +15, Ref +21 Hardness 16 HP 70 (BT 35) Immunities critical hits, object immunities, precision damage Ram Reaction Trigger A creature moves within 30 feet of the hovercar; --- Routine (3 actions) The trap loses 1 action each turn for each successful disable. The hovercar uses 1 action to drive 30 feet in a straight line, three times, changing direction between actions as desired. Creatures in the area the hovercar passes through take 2d10+13 bludgeoning damage (DC 32 basic Reflex save). Creatures damaged by the car are additionally knocked prone.