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-->{{hazard|hazardname=Csilla Cave-In (CL 8)|hazardpage=101|hazardflavor=The underground ice caverns of Csilla shake and rumble, sending heavy blocks of ice crashing to the ground.|hazardtype=Natural|hazardtrigger=A creature or a droid in the ice cavern fires a weapon that makes noise; targets any creature, droid, or object in the area of the cave-in.|hazardattack=+10 vs. [[Reflex Defense]]|hazarddamage=2d12+1|hazardrecurrence=Each round at the start of the target’s turn, as long as the target remains in the area of the cave-in|hazardskill1='''[[Acrobatics]] (DC 28):''' As a [[move action]], a character can make an Acrobatics check to gain a +5 circumstance bonus to Reflex Defense against a falling ice attack made against the character at the start of their next turn.|hazardskill2='''[[Perception]] (DC 23):''' A character notices that the roof of the ice cavern is unstable and believes that a loud noise could cause a cave-in.}}<!-- | -->{{hazard|hazardname=Csilla Cave-In (CL 8)|hazardpage=101|hazardflavor=The underground ice caverns of Csilla shake and rumble, sending heavy blocks of ice crashing to the ground.|hazardtype=Natural|hazardtrigger=A creature or a droid in the ice cavern fires a weapon that makes noise; targets any creature, droid, or object in the area of the cave-in.|hazardattack=+10 vs. [[Reflex Defense]]|hazarddamage=2d12+1|hazardrecurrence=Each round at the start of the target’s turn, as long as the target remains in the area of the cave-in|hazardskill1='''[[Acrobatics]] (DC 28):''' As a [[move action]], a character can make an Acrobatics check to gain a +5 circumstance bonus to Reflex Defense against a falling ice attack made against the character at the start of their next turn.|hazardskill2='''[[Perception]] (DC 23):''' A character notices that the roof of the ice cavern is unstable and believes that a loud noise could cause a cave-in.}}<!-- | ||
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Latest revision as of 21:02, 26 October 2025
Csilla Cave-In (CL 8)
Saga Edition Core Rulebook, page 3 (table of contents).
The underground ice caverns of Csilla shake and rumble, sending heavy blocks of ice crashing to the ground.
Type: Natural
Trigger: A creature or a droid in the ice cavern fires a weapon that makes noise; targets any creature, droid, or object in the area of the cave-in.
Attack: +10 vs. Reflex Defense
Damage/Effect: 2d12+1
Recurrence: Each round at the start of the target’s turn, as long as the target remains in the area of the cave-in
Skills:
Acrobatics (DC 28): As a move action, a character can make an Acrobatics check to gain a +5 circumstance bonus to Reflex Defense against a falling ice attack made against the character at the start of their next turn.
Perception (DC 23): A character notices that the roof of the ice cavern is unstable and believes that a loud noise could cause a cave-in.
