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Hazards

Mortar Shells

Automated field artillery that fires 2d10 fire damage in 10-foot bursts on a DC 18 Reflex save when disable attempts fail. Three disable options: DC 16 Warfare Lore to engage safet...

commonMechanicalTrap
Lvl 3simpleMechanicalTrap
AC
17
Fort
+12
Ref
+6
HP
40 (BT 20)
Hardness
10
Effectsave DC 18 Reflex (basic) · 2d10 fire
AC
17
HP
40

Stealth DC 17 (trained) Disable DC 16 Warfare Lore to engage the mortar safety switches, DC 18 Thievery to jam the auto-loading mechanisms so no more ammunition can be cycled, or DC 20 Athletics to push the tubes out of alignment such that the projectiles no longer threaten the battlefield AC 17, Fort +12, Ref +6 Mortar Tube Hardness 10 Mortar Tube HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Exploding Ordinance Reaction Trigger A creature fails its check to disable the mortar shells hazard; --- Reset The hazard resets automatically. Any time a PC leaves the trenches, they're targeted by Exploding Ordinance until the mortar shells hazard is disabled.