Steam Vents
HAZARD 4 +12 (trained)
Large pressurized pipes connected to a trip wire are rigged to release a blast of steam on trespassers.
Thievery (trained) to disconnect the trip wire or a Crafting (expert) to carefully reduce the pressure and prevent the blast
AC 20; Fort +12, Ref +12
Hardness 12, HP 48 (BT 24)
Steam Blast
The trip wire is pulled or severed, typically because a creature walked through the square with the trip wire
Steam erupts from the pipes, dealing 3d6 bludgeoning damage and 3d6 fire damage (DC 24 basic Reflex) to all creatures within 15 feet. Creatures that critically fail their save are knocked Prone.
Pathfinder Guns & GearsORC