Severing Trip Wire
HAZARD 5 +16 (expert)
Barbed wire stretches across the passageway at the perfect height to tear into ankles.
DC 23 Thievery (expert) to detach the wire
AC 22; Fort +17, Ref +9
Hardness 13, HP 52 (BT 26)
Snarl
A creature walks into the trip wire
The trip wire snaps free and coils around limbs. The triggering creature must succeed at a DC 26 Reflex save or become Clumsy 1 for 1 hour. On a critical failure, the trip wire embeds into the creature's skin, making the creature clumsy 1 until it rests for 8 hours.
Pathfinder Society Special #3-98: Expedition Into Pallid PerilOGL