Disarming Dummy
HAZARD 1 +13 (trained)
A leather strap on the dummy's mechanical arm swings around, knocking items out the hands of anyone adjacent.
DC 18 Thievery (trained) to jam the rotor or DC 25 Athletics to knock the dummy over
AC 18; Fort +14, Ref +8
Hardness 12, HP 48 (BT 24); Immunities critical hits, precision
Hold On!
A creature moves adjacent to the trap
The trap makes a single Athletics check with a +17 modifier to Disarm the creature.
Pathfinder Adventure Path: HellbreakersORC