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Hazards

Spinning Treadmills

Level 1

commonMechanicalTrap

Stealth DC 17 (trained) Disable DC 13 Sports Lore to remember that older models of treadmills have an emergency brake that can be activated with a pull string, DC 15 Thievery to jam the mechanism, or DC 17 Crafting to improvise a stop for the rotating belts AC 15, Fort +10, Ref +2 Hardness 5 HP 20 (BT 10) Immunities critical hits, object immunities, precision damage Spin-Off Reaction Trigger A creature steps on the treadmill; --- Reset The trap resets automatically until disabled.

Simple Hazard · Level 1

AC 15 · Fort +10 · Ref +2 · Hardness 5 · HP 20 (BT 10)

The creature must attempt a DC 15 Reflex save. Critical Success The creature is unaffected. Success The creature is pushed back 5 feet. Failure The creature is knocked prone and pushed back 5 feet. Critical Failure The creature is knocked prone, takes 1d6 bludgeoning damage, and is pushed back 10 feet. If this forced movement would have the PC impact another creature, that subsequent creature must succeed at a DC 15 Reflex save or be knocked prone.

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