Level 7 Warder
This arcane contraption of metal, gems, and stone glows with some hidden purpose.Trap: When triggered, the generator activates allied constructs and attacks to fend off those who might tamper with it.Perception No check is required to see the generator. DC 20: The character spots something on the generator that looks important to its working, granting a +2 bonus to the next countermeasure skill check.Arcana DC 20: The character knows that this device distributes energy to the area’s constructs. This check is a minor action.TriggerWhen a creature enters the lab, the trap rolls initiative, as do connected creatures. It makes an attack as an immediate reaction when damaged.Initiative: +6Attack • ForceStandard Action Area burst 1 within 10
Target: Each enemy in burstAttack: +10 vs. FortitudeHit: 2d6 + 5 force damage, and the trap pushes the target 3 squares.Effect: At the start of its next turn, a destroyed allied construct in the burst gains 1 hit point, reactivates, and can act. Each allied construct can be affected by this effect only once. If no destroyed allied construct is within the burst, one allied construct in the burst instead gains 5 temporary hit points.Attack • PsychicImmediate Reaction Ranged 10
Target: One creatureAttack: +10 vs. WillHit: 1d8 + 4 psychic damage.Countermeasures Arcana DC 20: Each successful countermeasure check is cumulative; five such successes deactivate the generator. A character can disrupt the generator’s energy with a successful check as a standard action, ranged 5 or melee 1.
Athletics DC 15: A character adjacent to the generator can break part of the generator with a successful check as a standard action, triggering the trap’s immediate reaction attack.
Thievery DC 20: A character adjacent to the generator can tamper with the generator’s workings with a successful Thievery check as a standard action.
A character can attack the generator (AC 2, Reflex 2, Fortitude 20; hp 90; immune push, pull, and slide). An attacker triggers the trap’s immediate reaction attack.
Published in Dungeon Magazine Annual, page(s) 140, Dungeon Magazine 167, page(s) 16.