Shooting Sphere
COMPLEX HAZARD 3 +20 (expert) to notice the floor sensor; DC 0 to notice the sphere
A gilded armillary sphere spins in place, shooting jeweled stars and planets at intruders.
DC 18 Thievery (expert) to disable the sphere from rotating or Dispel Magic (2nd rank; counteract DC 20) to remove the enchantment.
AC 19; Fort +12, Ref +6
Hardness 10, HP 42 (BT 21); Immunities critical hits, precision
Orbital Spin
A creature moves within 10 feet of the sphere, stepping on the floor sensor
The sphere rotates and the trap rolls initiative.
(1 action) A jeweled planet shoots from the sphere, targeting a random creature within 30 feet. The creature takes 1d10+6 bludgeoning damage (DC 20 basic Reflex save).
The trap deactivates and resets if 1 minute passes without any creature moving within range of its sensor.
Pathfinder Society Scenario #5-19: Demonic AfterpartyOGL