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From Pathfinder Society Scenario #6-13: All That Glitters, which isn't enabled.

Handheld Quaker Mk 2

COMPLEX HAZARD 4
Stealth +14
Description This small toy-like device has a hidden mechanism meant to be activated by the user, but the centuries have eroded its magical-mechanical components to the point that they activate at the slightest touch.

Disable DC 22 Thievery (trained) to deactivate the mechanism; DC 20 Crafting (trained) to identify and repair the problem components; two successes are required to disable the hazard

AC 18; Fort +15, Ref +8
Hardness 13, HP 48 (BT 24); Immunities critical hits, precision

Quake!
Trigger A creature moves into a space with the handheld quaker or interacts with it

Effect The handheld quaker vibrates visibly and rolls initiative.
Shaking Earth

A creature within difficult terrain created by the quaker takes a –2 circumstance penalty to Reflex saves and actions with the Manipulate trait, including Disable Device.

Routine

At its initiative, to determine what the quaker does, roll 1d4 and consult the following table:

1: No action

2: A small quake: the terrain in a 10-foot emanation centered on the quaker shakes briefly. A creature in an affected square is knocked Prone (DC 21 Reflex save).

3: A medium quake: the terrain within the vault shakes constantly, transforming it into difficult terrain until its next turn. A creature in an affected square is knocked prone and takes 2d8 bludgeoning damage from the fall (DC 21 basic Reflex save).

4: A great quake: the terrain within the vault moves in waves, transforming it into greater difficult terrain until its next turn. A creature in an affected square is violently slammed to the ground, knocked prone and taking 2d8+6 bludgeoning damage (DC 25 basic Reflex save).

Reset The trap deactivates and resets if 1 minute passes without a creature being within 5' of the handheld quaker.
Pathfinder Society Scenario #6-13: All That GlittersORC