Lacerating Trip Wire
HAZARD 3 +13 (trained)
Barbed wire stretches across the passageway at the perfect height to tear into ankles.
DC 20 Thievery (trained) to detach the wire
AC 19; Fort +14, Ref +6
Hardness 10, HP 44 (BT 22)
Snarl
A creature walks into the trip wire
The trip wire snaps free and coils around limbs. The triggering creature must succeed at a DC 23 Reflex save or become Clumsy 1 for 1 hour. On a critical failure, the trip wire embeds into the creature's skin, making the creature clumsy 1 until it rests for 8 hours.
Pathfinder Society Special #3-98: Expedition Into Pallid PerilOGL