Practice Guard's Grasp
HAZARD 4 +13 (trained)
A spring-loaded net fires from the dummy, then is pulled tightly back in with magnets.
DC 18 Thievery (trained) to jam the net or DC 25 Athletics to knock the dummy over
AC 18; Fort +14, Ref +8
Hardness 12, HP 48 (BT 24); Immunities critical hits, precision
Got You!
A creature moves adjacent to the trap
The creature must attempt a DC 23 Reflex save or be Grabbed (Restrained on a critical failure). The DC to Escape is Escape, or the net can be cut by doing 6 acid, fire, or slashing damage to it.
Pathfinder Adventure Path: HellbreakersORC