Hammer Of Forbiddance
HAZARD 11 +20 (expert)
An enormous hammer at an edifice's entrance swings down in an attempt to damage a creature entering an area, push it back, and prevent it from going any further.
DC 28 Thievery (expert) once on the hammer itself and once on its joint to prevent the hammer from swinging
AC 32; Fort +24, Ref +15
Hardness 22, HP 88 (BT 44) Joint Hardness: 16, Joint HP: 64 (BT 32); Immunities critical hits, precision
Forbid Entry (divine)
A creature attempts to enter through the entrance.
The hammer swings down, making a Strike against the triggering creature.
Melee Hammer +28, Damage 6d8+20 bludgeoning
On a hit, the target is knocked back 10 feet and must succeed at a DC 30 Will or be unable to enter the edifice through any entrance for 24 hours (on a critical hit, the target automatically fails the Will save); no multiple attack penalty
The trap resets over the course of the round, and is ready to swing again 1 round later.
Pathfinder GM CoreORC