Blowing Off Steam
COMPLEX HAZARD 8 +18 (trained); DC 28 Perception (expert) to find the precise location of the steam vents
Hidden vents emit scalding hot steam made from a particularly acrid solution, irritating the eyes and throat of anyone who inhales it.
DC 29 Thievery (trained) to block a vent, or DC 27 Crafting (trained) to disable the heating element within the vent that turns the liquid into steam
AC 25; Fort +17, Ref +15
Hardness 16, HP 64 (BT 32)
Venting Steam
A creature enters the area of the trap
All four vents rapidly heat and let out steam for 5 seconds, filling room with a painfully acrid smell. Each creature in the room must attempt a DC 26 Fortitude save, and the trap then rolls initiative.
Critical Success The creature is unaffected.
Success The creature is Sickened 1.
Failure The creature is Sickened 2 and Blinded.
Critical Failure The creature is Sickened 3, and, struck by a coughing fit, falls Prone.
(4 actions) Each of the four steam vents uses a single action each to emit superheated steam, which spreads for 60 feet along the wall from its location and extends out from the wall by 30 feet, dealing 2d10+11 damage to each creature in their range (DC 26 Fortitude save). For each disabled vent, the trap loses 1 action each turn.
The steam vents cease to operate 1 minute after all creatures have left the area and go into a maintenance cycle for 1 hour. After this time, they can be triggered again.
Pathfinder Society Scenario #5-20: The Rakshasa's CourtOGL