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From Pathfinder #154: Siege of the Dinosaurs, which isn't enabled.

Buzzing Latch Rune

HAZARD 13
Stealth +22 (master)
Description An invisible rune on the door begins emitting a very loud buzzing sound, potentially paralyzing an intruder.

Disable 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)
Trigger A creature attempts to open the door without using the key

Effect 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.

Reset The trap resets after 1 hour.
Pathfinder #154: Siege of the DinosaursOGL