Blood Drain
COMPLEX HAZARD 6 +15 (trained)
A tiny spark of Nin's will drains the blood from living intruders.
DC 26 Thievery (expert) to vandalize the space, or DC 24 Religion (expert) to pray to a god for passage, or Dispel Magic (3rd rank; counteract DC 25) to counteract the magical energy
Drain Blood (divine, void)
A living creature enters the room of their own accord
The trap drains the blood from all living creatures in the room, which manifests as a bloody mist in the air. All living creatures in the room are dealt 2d6+8 void damage (DC 26 basic Fortitude save). On a failure, a creature increases the value of their drained condition by 1. The trap then rolls initiative.
(1 action) On its initiative, the trap continues to drain blood, dealing 2d6+8 void damage to all living creatures in the room (DC 26 basic Fortitude save). On a failure, a creature increases the value of their drained condition by 1.
The trap automatically deactivates after 1 minute. It resets in 1 hour.
Pathfinder #215: To Blot Out the SunORC