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- {
- "ac": 28,
- "breadcrumbs_spa": [],
- "category": "hazard",
- "complexity": "Complex",
- "disable": "DC 29 Thievery (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic",
- "exclude_from_search": false,
- "fortitude_save": 20,
- "hardness": 14,
- "hardness_raw": "14 Magnet Hardness",
- "hazard_type": "Trap",
- "hp": 50,
- "hp_raw": "50 (BT 25); <b>Bar Hardness</b> 15, <b>Bar HP</b> 40 (BT 20)",
- "id": "hazard-377",
- "immunity": [
- "critical hits",
- "object immunities",
- "precision damage"
- ],
- "immunity_markdown": "critical hits, object immunities, precision damage",
- "level": 7,
- "markdown": "<title level=\"1\" right=\"Hazard 7\" pfs=\"\">[Life Magnet](/Hazards.aspx?ID=377)</title>\r\n\r\n<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<column gap=\"tiny\">\r\n\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 36</row>\n\n**Complexity** Complex\r\n\r\n</column>\r\n\r\nA magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.\r\n\r\n---\r\n\r\n**Stealth**\r\n+17 (expert)\r\n\r\n**Disable**\r\nDC 29 [Thievery](/Skills.aspx?ID=17) (expert) to deactivate the panel, or [_dispel magic_](/Spells.aspx?ID=78) (4th level; [counteract](/Rules.aspx?ID=371) DC 22) to counteract the panel's magic\n\n<column gap=\"tiny\">\r\n\r\n**AC** 28, **Fort** +20, **Ref** +18\r\n\r\n**Magnet Hardness**\r\n14\r\n\r\n**Magnet HP**\r\n50 (BT 25); **Bar Hardness** 15, **Bar HP** 40 (BT 20)\r\n\r\n**Immunities**\r\ncritical hits, object immunities, precision damage\n\n</column>\r\n\r\n**Magnetize the Living** <actions string=\"Reaction\" /> **Trigger** A creature touches any of the iron bars in this area or touches a creature already affected by the trap; **Effect** The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) “magnetizes” the triggering creature and violently pulls it toward the corner, automatically dealing 2d10+10 bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so.\n\n---\r\n**Routine**\r\n(1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes 2d10+10 bludgeoning damage with a DC 25 [basic](/Rules.aspx?ID=329) Fortitude save and is [restrained](/Conditions.aspx?ID=33) on a failure ([Escape](/Actions.aspx?ID=79) DC 23). If an iron bar has been broken, the creature takes 1d10+5 bludgeoning damage instead, and if two consecutive bars have been broken the creature takes no damage (but might still be restrained on a failed save).\r\n\r\n---\r\n**Reset**\r\nThe trap deactivates and resets 1 minute after there are no creatures touching the iron bars.",
- "name": "Life Magnet",
- "rarity": "common",
- "reflex_save": 18,
- "release_date": "2020-08-26",
- "reset": "The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.",
- "resistance": {},
- "search_markdown": "<traits>\r\n<trait label=\"Complex\" url=\"/Traits.aspx?ID=30\" />\r\n<trait label=\"Magical\" url=\"/Traits.aspx?ID=103\" />\r\n<trait label=\"Trap\" url=\"/Traits.aspx?ID=158\" />\r\n</traits>\r\n\r\n<additional-info>\r\n<row gap=\"tiny\">**Source** [Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 36</row>\r\n</additional-info>\r\n\r\n---\r\n\r\n<summary>\r\nA magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.\r\n</summary>",
- "source": [
- "Pathfinder #158: Sixty Feet Under"
- ],
- "source_raw": [
- "Pathfinder #158: Sixty Feet Under pg. 36"
- ],
- "source_category": "Adventure Paths",
- "source_group": "Agents of Edgewatch",
- "source_markdown": "<row gap=\"tiny\">[Pathfinder #158: Sixty Feet Under](/Sources.aspx?ID=47) pg. 36</row>",
- "speed": {},
- "stealth": "+17 (expert)",
- "summary": "A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.",
- "summary_markdown": "A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way.",
- "text": " Life Magnet Source Pathfinder #158: Sixty Feet Under pg. 36 Complexity Complex A magical magnet hidden behind a panel in the corner of the room pulls not metal but living creatures toward it, heedless of any obstacles in the way. --- Stealth +17 (expert) Disable DC 29 Thievery (expert) to deactivate the panel, or dispel magic (4th level; counteract DC 22) to counteract the panel's magic AC 28, Fort +20, Ref +18 Magnet Hardness 14 Magnet HP 50 (BT 25); Bar Hardness 15, Bar HP 40 (BT 20) Immunities critical hits, object immunities, precision damage Magnetize the Living Reaction Trigger A creature touches any of the iron bars in this area or touches a creature already affected by the trap; Effect The magical panel hidden in the far corner of the chamber (either the western or the eastern corner, depending on which side of the room the creature was closest to when it triggered the trap) “magnetizes” the triggering creature and violently pulls it toward the corner, automatically dealing 2d10+10 bludgeoning damage to the creature. The trap then rolls initiative if it hasn't already done so. --- Routine (1 action) The trap pulls up to four creatures that have already triggered its Magnetize the Living ability toward one of the far corners of the room, possibly pressing them into the iron bars. If all the iron bars between an affected creature and the magnetic panel remain intact, the creature takes 2d10+10 bludgeoning damage with a DC 25 basic Fortitude save and is restrained on a failure (Escape DC 23). If an iron bar has been broken, the creature takes 1d10+5 bludgeoning damage instead, and if two consecutive bars have been broken the creature takes no damage (but might still be restrained on a failed save). --- Reset The trap deactivates and resets 1 minute after there are no creatures touching the iron bars.",
- "trait": [
- "Complex",
- "Magical",
- "Trap"
- ],
- "trait_markdown": "[Complex](/Traits.aspx?ID=30), [Magical](/Traits.aspx?ID=103), [Trap](/Traits.aspx?ID=158)",
- "trait_raw": [
- "Complex",
- "Magical",
- "Trap"
- ],
- "type": "Hazard",
- "url": "/Hazards.aspx?ID=377",
- "weakness": {}
- }
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