Electric Lock Rune
HAZARD 3 +10 (trained)
An invisible rune imprinted on a chest's lock releases a powerful electrical 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 touches the lock directly or with a tool.
The trap deals 3d12 electricity damage to the triggering creature (DC 22 basic Reflex save).
Pathfinder Society Scenario #2-12: Snakes in the GrassOGL