pf2e.fyi
From Pathfinder Adventure Path: Gatewalkers, which isn't enabled.

Reservoir Trap

COMPLEX HAZARD 2
Stealth +11 (trained); DC 19 Perception (expert) to notice the water tank bulging under the immense pressure
Description Pipes extending from a pressurized water tank spray flesh-cutting jets of water at unwary passersby.

Disable DC 18 Thievery (trained) to safely puncture a pipe, or Engineering Lore (trained) to find and turn a pressure release valve; any combination of three punctured pipes or turned valves disables the trap

AC 18; Fort +11, Ref +3
Hardness 7, HP 50 (BT 25) See Pipes; Immunities critical hits, precision

Pipes

Pipe Hardness 7, Pipe HP 30 (BT 15)

Water Jets
Trigger A creature steps on a floor space in this room

Effect Seals on the water pipes burst, issuing forth high-pressure water jets in random directions. The hazard makes a water jet Strike against the triggering creature. The hazard rolls initiative.
Violent Deluge
Trigger The water tank is broken or destroyed

Effect A torrent of water bursts from the shattered tank, dealing 3d8 bludgeoning damage to each creature within 15 feet (DC 22 basic Reflex save). The trap is then disabled.
Melee Water Jet +11 (water), Damage 2d8 piercing

No multiple attack penalty

Routine (3 actions) For each pipe destroyed or disabled, the trap loses 1 action. On each of the trap's actions, the trap targets a random creature in the room with a water jet Strike.
Reset The trap deactivates after 5 rounds. It cannot be reactivated until the reservoir is refilled, which takes an average of 5 days.
Pathfinder Adventure Path: GatewalkersORC