Keystone Repulsion
COMPLEX HAZARD 20 +51 (legendary)
Four magic keystones repel creatures when one is damaged or tampered with.
DC 48 Thievery (legendary) to remove each keystone or DC 48 Occultism (legendary) to manipulate the magic to isolate each keystone
Repel (force, occult)
A creature damages or tampers with a keystone
The triggering creature is moved back 10 feet by a wave of force. A successful DC 42 Fortitude save reduces the distance moved to 5 feet. The trap then rolls initiative.
(4 actions) The trap loses 1 action each turn for each removed or isolated keystone. Each keystone spends 1 action to release a wave of force, dealing 4d10+22 force damage in a 15-foot cone (DC 42 basic Reflex) and pushing each creature back 5 feet. On a failed save, the distance a creature is pushed increases to 10 feet.
Pathfinder #186: Ghost King's RageOGL