pf2e.fyi
From Pathfinder Society Scenario #2-12: Snakes in the Grass, which isn't enabled.

Electric Lock Rune

HAZARD 3
Stealth +10 (trained)
Description An invisible rune imprinted on a chest's lock releases a powerful electrical discharge.

Disable 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)
Trigger A creature touches the lock directly or with a tool.

Effect The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).
Pathfinder Society Scenario #2-12: Snakes in the GrassOGL