Magic Starknives Trap
COMPLEX HAZARD 5 +12 to spot the magical energies reverberating in the pillars
Starknife symbols on the six pillars glow and shoot across the room.
DC 21 Thievery (expert) or Dispel Magic on any four of the six pillars disables the entire trap (the trap is a 2nd-rank spell and the DC to dispel it is 21). Destroying any four of the six pillars also disables the trap.
AC 22; Fort +15, Ref +9
Hardness 12, HP 14 (BT 7); Immunities critical hits, precision
Starknife Attack (arcane)
If a creature passes the middle pair of pillars, both doors leading out of the room slam shut and lock; while the trap is active, the doors must be battered open with a successful DC 23 Athletics check or sufficient damage (Hardness 12; HP 48 [BT 24]). One of the starknife carvings glows with light, detaches from the pillar, and then flies outward, making a magical starknife Ranged Strike against a random creature within range. The trap then rolls initiative with its Stealth modifier of +12
Melee Magical Starknife +15 (agile, deadly d6, magical), Damage 1d4+3 force
(3 actions) For each of its actions on its turn, a carving on a different pillar glows and makes a magical starknife Ranged Strike against a random creature within range. Creatures might have cover from this Strike, such as from one of the pillars in the room.
The trap deactivates 1 round after it has no target creatures and resets each day at sundown.
Pathfinder Adventure: Troubles in OtariOGL