Electric Fence
HAZARD 8 +20 (expert)
A locked, wrought iron fence with bars spaced inches apart is magically electrified.
Crafting or DC 28 Thievery (expert) to disconnect the fence from its magitech power source
AC 25; Fort +20, Ref +14
Hardness 15, HP 60 (BT 30)
Shock
A creature touches the fence directly or with a tool or weapon
The fence deals 6d12 electricity damage to the triggering creature (DC 26 basic Reflex).
The trap automatically resets. If deactivated or disabled, the trap doesn't reset.
Pathfinder #215: To Blot Out the SunORC