Electrified Hall
HAZARD 9 +23 (expert)
Runes hidden in the door's carvings blast lightning down the hall.
DC 30 Thievery (master) to scratch out the runes, or Dispel Magic (5th rank; counteract DC 28) to counteract the runes
Synaptic Jolt (arcane, electricity, nonlethal)
A creature damages the door, fails to Force Open the door, or fails a check to realign the stonework keys;
Electricity fills the hallway and affects all creatures inside it, who must attempt a DC 28 Reflex save.
Critical Success No effect.
Success The trap deals 1d12+5 electricity damage.
Failure The trap deals 2d12+10 electricity damage, and the creature becomes Clumsy 1 and Stupefied 1 for 1 hour.
Critical Failure The trap deals 4d12+20 electricity damage, and the creature becomes Clumsy 2 and Stupefied 2 for 1 hour.
automatic
Pathfinder #195: Heavy is the CrownOGL