Flame Jet (Elite)
Level 8 Elite Blaster
Six hidden nozzles let loose a blast of flame.
When the trap is triggered, six hidden nozzles in the walls attack each round on their initiative.
DC 26: The character notices the nozzles.
DC 30: The character notices the control panel on the far side of the room.
When a character enters the blast area of one of the flame jets, it makes its first attack as an immediate reaction. It then rolls initiative, attacking each round.
Immediate Reaction or Standard Action
All creatures in blast
+11 vs. Reflex
3d8 + 4 fire damage and ongoing 5 fire damage (save ends).
Half damage, no ongoing damage.
Thievery DC 26: An adjacent character can disable one flame jet with a successful check.
Thievery DC 30: A character can engage in a skill challenge to deactivate the control panel. Complexity 1 (4 successes before 2 failures). Success disables the trap. Failure causes the control panel to explode (close blast 3, 3d8 + 4 damage to all creatures in blast) and the trap remains active.
Dungeon Master's Guide
, page(s) 90.