Drowning Pit
COMPLEX HAZARD 3 +10 (trained); DC 22 Perception (expert) to notice the water spouts once the pit opens
A trapdoor covers a 10-foot-square pit that's 30 feet deep and has 5 feet of water at the bottom. Four water spouts in the walls connect to hidden water tanks. Each water spout extends out of a different wall, 6 inches from the top of the pit.
DC 18 Thievery (trained) to seal each water spout, DC 22 Thievery (trained) to open the trapdoor, or DC 22 Athletics to Force Open: Athletics the trapdoor
AC 19; Fort +8, Ref +5
Hardness 15, HP 60 (BT 30) Spout Hardness 8, Spout HP 32 (BT 16); Immunities critical hits, precision
Pitfall
A creature walks onto the trapdoor
The triggering creature falls in and takes damage from the fall, reduced by 5 feet for falling into the water (typically 12 bludgeoning damage). A creature can Grab an Edge to avoid falling. The trapdoor then slams shut, and the hazard rolls initiative.
(4 actions) The trap loses 1 action each turn for each disabled water spout. On each of the trap's actions, a spout pours water, increasing the depth of the water by 5 feet. Once the pit is full of water, the pit stops using actions, but creatures in the pit begin drowning.
The trap can be reset if the door is manually reengaged and the water tanks are refilled; it can be reset without draining the pit, but doing so renders the pit less effective.
Pathfinder GM CoreORC