pf2e.fyi
From Pathfinder #159: All or Nothing, which isn't enabled.

Boiling Tub Trap

HAZARD 13
Stealth +27 (master)
Description A snapped trip wire causes an alchemical bomb to detonate and blow up part of the tin tub, spilling boiling water all over the trap's victim.

Disable DC 32 Thievery (master) to safely remove the trip wire from the bomb

AC 10

Overflowing Boiling Water
Trigger The trip wire is pulled or severed

Effect An acid flask detonates, spraying acid at nearby creatures and causing the tub of boiling water to burst in the same direction.

All creatures in a 5-foot cone east of the triggered boiling tub trap take 3d6 persistent acid damage, 3 acid splash damage, and 8d6+20 fire damage (DC 31 basic Reflex save).

Pathfinder #159: All or NothingOGL