Electric Latch Rune
HAZARD 3 +10 (trained)
An invisible rune imprinted on a door latch releases a powerful electric discharge.
DC 20 Thievery (expert) to scratch out the rune without allowing electricity to flow, or Dispel Magic (2nd rank; counteract DC 18) to counteract the rune
AC 10
Electrocution (arcane, electricity)
A creature grasps the door latch directly or with a tool
The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).
Pathfinder GM CoreORC