Phoenix Rune (3-4)
HAZARD 2 +14 (trained)
A cloud of invisible magical sensors in a 5-foot square surrounds an invisible rune on the wall or floor.
DC 18 Acrobatics to approach without triggering the trap followed by DC 18 Thievery (trained) to erase the rune, or Dispel Magic (1st rank, counteract DC 18) to counteract the rune.
AC 10
HP 10 (BT 5)
Screeching Talon
A creature enters the sensor area or fails any check to disable the phoenix rune.
A white-hot talon of flame bursts upward from the phoenix rune, dealing 3d6 fire damage to a creature within the sensor area. This gout of fire is accompanied by the screech of a phoenix audible up to 500 feet away. Creatures within a 20-foot radius of the sensor area (including the triggering creature) must succeed at a DC 16 Fortitude save or be Deafened for 1 round.
Like its namesake creature, a phoenix rune is difficult to destroy. After it is triggered, a phoenix rune can immediately reset on a wall or floor within 120 feet, as long as it has not been disabled. When this happens, a PC who succeeds at a DC 16 Perception check spots the shadowy form of a tiny phoenix "flying" along the wall or floor from the rune's old location to its new location.
Pathfinder Society Quest #2: Unforgiving FireOGL