Explosive Entrance
HAZARD 9 +23 (master)
An alchemical bombs explodes when the rubble is shifted, filling the hall with flame.
DC 30 Crafting (master) to nullify the bomb's alchemical components or DC 28 Thievery (master) to disable the bomb
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A creature in contact with the ground travels down this hall
The bombs explodes, dealing 6d8+12 fire damage to the triggering creature and all creatures within 20 feet (DC 32 basic Reflex save). Additionally, if the triggering creature fails their saving throw, they take 1d8 persistent fire damage.
Pathfinder #195: Heavy is the CrownOGL