Spiked Pit
HAZARD 2 +10 (trained, or 0 if the trapdoor is disabled or broken)
A wooden trapdoor covers a pit that's 10 feet square and 20 feet deep. Sharp spikes line the bottom of the pit.
DC 14 Thievery to remove the trapdoor
AC 15; Fort +5, Ref +5
Hardness 5, HP 30 (BT 15); Immunities critical hits, precision
Pitfall
A creature walks onto the trapdoor
The triggering creature falls in and takes 10 bludgeoning damage plus 2d6 piercing damage from sharp implements at the bottom of the pit. That creature can use the Grab an Edge reaction to avoid falling.
Creatures can still fall into the trap, but the trapdoor must be reset manually for the trap to become hidden again.
Pathfinder Society Intro #2: United in PurposeOGL