False Step Floor
HAZARD 6 +15
Each time a creature enters the room, it slips through the floor, tumbles through an interdimensional void, and falls back into the room through the ceiling, landing on the floor.
DC 28 Thievery (trained) to disrupt the magical energy, or DC 27 Arcana or DC 27 Occultism (trained) to realign the magical energy
False Step (arcane, teleportation)
A creature enters the room and steps onto the floor
The creature slips through the floor; it tumbles through an interdimensional void before falling back into the room through the ceiling and landing on the floor. The triggering creature takes 40 bludgeoning damage from the fall. That creature can try to Grab an Edge to avoid falling.
The trap resets after 1 round.
Pathfinder Dark Archive (Remastered)ORC