Prism Ray Trap
COMPLEX HAZARD 5 +16 (expert)
Four magical prisms integrated into an aeon stone matrix fire energy beams at intruders. The trap doesn't target creatures wearing security badges, or in the custody of a creature wearing a security badge.
DC 23 Thievery (expert) to disconnect one prism from the aeon stone matrix, or DC 21 Arcana (trained) to disrupt one prism's magical energy, or Dispel Magic (3rd rank; counteract DC 23) to counteract one prism; four total successes are required to disable the trap.
AC 22
Hardness 12, HP 14 (BT 7); Immunities critical hits, precision
Opening Shot (attack, fire, magical)
A creature enters area A1, and that creature isn't wearing a security badge and isn't in the custody of a creature wearing a security badge
All four prisms light up, shedding dim light in 15 feet. The trap makes one energy ray Strike against the triggering creature. The trap then rolls initiative.
Ranged Energy Ray +15 (versatile cold, range increment 60 feet), Damage 1d6+5 fire
(4 actions) Each prism uses 1 action to make an energy ray Strike against the nearest creature who is not wearing a security badge or in the custody of a creature wearing a security badge. This trap doesn't take a multiple attack penalty. This trap loses 1 action for each prism disabled or destroyed.
The trap deactivates and resets when there are no viable targets in area A1. Damaged prisms are fully repaired after 24 hours.
Pathfinder #215: To Blot Out the SunORC