Spinning Blade Pillar
COMPLEX HAZARD 4 +11 (trained) or DC 26 Perception (expert) to notice the control panel
A metal pole with three razor-sharp spinning blades is hidden in the floor, connected to trigger plates in up to eight floor tiles and a hidden control panel within 30 feet.
DC 21 Thievery (trained) twice on the pillar, or DC 19 Thievery (expert) once on the control panel deactivates the whole trap. Breaking the control panel prevents anyone from disabling the trap using the control panel and prevents the trap from deactivating automatically.
AC 21; Fort +10, Ref +12
Hardness 12, HP 48 (BT 24) Panel Hardness: 5, Panel HP: 20 (BT 10); Immunities critical hits, precision
Rising Pillar (attack)
A creature steps on one of the trapped floor tiles
The trap pops up in a grid intersection and makes a spinning blade Strike against one adjacent creature (if any), then rolls initiative.
Speed
10 feet
Melee Spinning Blade +12, Damage 2d10+5 slashing
(3 actions) The trap uses its first action to make a spinning blade Strike against each adjacent creature, its second action to move straight in a random direction (roll 1d4 to determine the direction), and its third to make a spinning blade Strike against each adjacent creature. This trap doesn't take a multiple attack penalty.
The trap deactivates and resets after 1 minute.
Pathfinder GM CoreORC