Electrified Entrance
HAZARD 7 +14 (trained) to spot the runes etched into the door's frame
Magical runes electrocute anyone who crosses the door's threshold.
DC 26 Acrobatics (trained) to jump through the door before the runes trigger, DC 28 Thievery (expert) to scratch out the runes, or Dispel Magic (4th rank; counteract DC 24) to counteract the runes
AC 22; Fort +18, Ref +12
Hardness 14, HP 58 (BT 29) BT 26; Immunities critical hits, precision
Sizzle
A creature moves through the doorway
1 minute
Pathfinder Claws of the TyrantORC