Scythe Blades
HAZARD 4 +13 (trained)
Two blades, each hidden in a 15-foot-long ceiling groove, are both connected to a trip wire.
DC 21 Thievery (trained) to disable each blade
AC 21; Fort +12, Ref +8
Hardness 11, HP 44 (BT 22); Immunities critical hits, precision
Falling Scythes
The trip wire is pulled or severed.
Both blades swing down, each one Striking all creatures under the ceiling grooves.
Melee Scythe +17 (deadly d12), Damage 2d12+4 slashing
No multiple attack penalty
The trap resets after 15 minutes.
Pathfinder GM CoreORC