Buzzing Latch Rune
HAZARD 13 +22 (master)
An invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.
DC 34 Thievery (master) to disrupt the rune without triggering it or Dispel Magic (6th rank; counteract DC 31) to magically counteract the rune
AC 33; Fort +25, Ref +19
Hardness 21, HP 84 (BT 42); Immunities critical hits, precision
Jolting Buzz (electricity, primal, sonic)
A creature attempts to open the door without using the key
The trap makes a loud buzz and deals 5d10 electricity plus 5d10 sonic damage to the triggering creature (DC 32 basic Reflex save; this save applies to both the electricity damage and the sonic damage). Further, the creature must attempt a DC 32 Fortitude save.
Critical Success No effect.
Success The target is Paralyzed for 1 round.
Failure The target is paralyzed for 1d4 rounds. At the end of each of its turns, it can attempt a new DC 32 Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
Critical Failure The target is paralyzed for 1 minute. At the end of each of its turns, it can attempt a new Fortitude save to reduce the remaining duration by 1 round, or end it entirely on a critical success.
The trap resets after 1 hour.
Pathfinder #154: Siege of the DinosaursOGL