Punish Defiance
COMPLEX HAZARD 5 +23 (trained)
A magical mural threatens uncooperative inmates, causing mental trauma.
DC 26 Thievery (expert) to deactivate the mural, or DC 26 Arcana (trained) to disrupt the mural's magic, or DC 24 Deception (trained) to pose as a superior and order the mural to deactivate, or Dispel Magic (3rd rank; counteract DC 24) to counteract the mural
AC 19; Fort +15, Ref +9
Hardness 14, HP 54 (BT 27); Immunities critical hits, precision
Final Warning (fear, mental, occult)
A creature defies the prison's authority (such as by attacking a clockwork soldier or living graffiti)
The mural commands the inmate to cease their defiance and surrender to authority. All living creatures in the room must attempt a DC 24 Will save, becoming Frightened 1 and Stupefied 1 on a failure, or Frightened 2 and Stupefied 2 on a critical failure. The trap then rolls initiative.
(1 action) On its turn, the trap threatens all living creatures in the room, dealing 3d6+5 mental damage (DC 22 basic Will save).
1 hour.
Pathfinder #215: To Blot Out the SunORC